#ue4-general
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Hmm, sounds like it could work, I'm gonna try to figure out how to set it up and see @granite spire
@wintry bobcat what do you need the parameter for?
i'd want to set it up for the chrome ball
@vestal raptor let me know how that crazy idea goes
@wintry bobcat i'm not fully understanding you sorry
@granite spire how costly is the line tracing idea?
An introductory document on UE4 Materials and how they work.
@gleaming thicket Line tracing from what I know is fairly light, 20 of them might be good for a test you can generate linetrace spheres on contact too so that could reduce what you need, and allow it to hit under things, though it wouldn't be perfect
@wintry bobcat you might want to look at some tutorials if you haven't already
okay here's the timestamp of the video
This weeks tutorial livestream concerns the much-requested topic about Exterior Lighting! We will be taking a look at both raytracing / raytraced lighting, but also non- RTX based lighting. For those of you who don't have Nvidia's RTX graphics cards, worry not! You don't need a 3090 to light exteriors nicely. We will be dissecting/reverse engine...
@wintry bobcat If you just want to create it, hold "s" and left click anywhere in the material
thanks bro!
@granite spire Not sure if I will finish it today because I'm out in like 45 minutes but if it succeds when I do it I will let you know
@wintry bobcat UE4 has an inbuilt example in 4.26 that has the light direction already sync'd, btw
@granite spire so the issue with Kelt's problem is the player vision can see through walls right? But the AI perception shouldnt from what I know. Is it possible to somehow "extend" that class to player?
probably not with BP
@gleaming thicket this method that I tried "sees" throug the wall, ai perception wont go through the wall
@gleaming thicket that's what I was mentioning, but he wants what you described in reverse
@vestal raptor and ai perception looks at the middle of the mesh right?
Yes, and only at the middle, so if you see the head of an AI it wont register
to change it you need C++
yeah but i'd stick to this one in the mean time
@vestal raptor wonder if you could check for an AI, get the height then hit it with a bunch of line traces?
if it's getting the middle of a player, then you already know where it is, so you might want to size it up, but what I think you need is a AI_Perception but for the player
yeah this is what i mean
Apparently you can add the ai perception to a player
but you dont want to use it because it doesnt detect the head
Hi, im having an issue with physics, i have a pole and when i try to scale it the Z axis it just gets bigger radius, dont undertand why i cannot just scale it up, anyone having the same issue?hope someone can help.
we are running in circles lmao
lol
@granite spire Actually that line trace from the player to the ai + https://gyazo.com/c92f31ef644d209ef1a185d2a9d763b0 have some sense
@vestal raptor try having an invisible sphere in the ai's head area and check for that with ai_perception
it's a bit of a complex problem, because nothing i've seen does it, so I can't imagine a work around, generally I can look at something and know how it's done but I don't see any examples of this
meaning other axis get bigger too?
@timber robin that's just how cylinders work
@timber robin Thought that being said I just made what you want by draggin 1 axis
maybe there is like some proportion lock so it increases all the axis together
the perception should be blocked by walls though
might be the type of capsule
I tried UE4.26 and 4.25 and even UE5 jeje but same result, im sure is just one clic away ๐
@granite spire 3 line traces to the head/ capsule component/ root + this https://gyazo.com/c92f31ef644d209ef1a185d2a9d763b0 did the job thanks for all the help, also @gleaming thicket thank you for your input
@vestal raptor nice
@vestal raptor when is the paper coming out mate
I hope to have my name in there
@timber robin Try looking for a padlock option, if it's only doing 3 directions your sizing is locked
How do I make Face out of vertices in Brush Editing tool?
@gleaming thicket when it's ready 
pls help
@old nimbus what do you mean by make a face?
I have 4 vertices
But they don't make a face
I want to make a face out of 4 vertices
so you want to add polys to make a face (eyes/nose/mouth)?
no
i think they mean like a face
A face
3d face
which comprises of 3-many vertices
like cube has 6 faces kinda deal
do you have a reference picture of what you're trying to do?
you mean a single poly-face?
This is the default stair found in Geometry, but I deleted the face in the back, and now I want to remake it.
so a plane then
@old nimbus you might want to not use that tool as it's only for quick workflow, it's better to make your stuff in blender and import it
I just don't bother with that tool
And I have made a whole House by using only that tool
yeah
but it's unoptimized, and to change anything or replace that with polished assets ends up being a nightmare
@old nimbus You have to remake the stairs it seams, which is why that tool is bad
best way might be to just bring a cube and delete the rest
shit
I remember using it way back, before swapping back to 3Ds max
I feel like a boomer using 3ds max now
whats the cool stuff kids use nowadays
all you young hipsters and your cool blender
yeah we cant afford the licensce
but maya do provide a license for students
us Gen-Z hasn't got any money to fund paid softwares
I just wanna make a plane T.T
yeah its not good idea to use the default stuff they provide
@old nimbus use a box and thin it out
set an axis to 0
But how do I attach it to the stair?
just drag it
just group it
well
it's not like you're going for performance here
alright
or pretty
I mean
This basically the first thing I have made on my own
boomers wont understand
What's prototyping
o boi
like
one sec let me get you some reading material
you use the default poop stairs made by ue4 to see how it fits with the environment
I basically started UE4 a month ago
then you go to blender and make a good one
I am using them, but I wanted to modify them according to my needs
Overview of the samples provided in the Level Design Content Example.
oh goody a clean slate
@old nimbus but they are for prototyping so they are not flexible
we can mold this boy
Yeah, I just made a whole house out of them
@old nimbus you can if you want to.
think it like this, you can bang your table to make a sick beat but that beat would probably sound better in a drumkit
My logic behind doing so, was to keep everything as much Minecrafty as possible
there is probably a minecraft pack somewhere
@old nimbus Build it out of these, you can actually make that static mesh and import to blender to redo easily
with real assets
I see
Merge then create static mesh
that would be more acceptable
then it's a proper mesh
The solution to my problem I can think of right now, is, I'll just have to rescale the whole stair to fit in my environment.
or thin out a cube and group
Alright
@old nimbushttps://www.unrealengine.com/marketplace/en-US/product/polygon-prototype-pack I highly recommend this pack, it's $2.49au
infact i'm going to put it in my world now
just realized i probably should
Yeah, I don't have $2.49
I mean, it'll be alright if I made assets in Blender, i'm just trying to learn World-Building in Unreal engine.
This is what i made from what I learnt
A stair which fits in my world
However, i think I can still do better
But I am having a problem
I am having problems with group all this boxes
when i group them, the green box which appears outside the group seems to be bigger than my world
Yeah its just going to get worse as things get more complex @old nimbus
Make things in blender then import them are tools, imo
I dont know level designers that bother with that ue4 tool
Looks like I had group Sky-Sphere with the stairs
tada
Yeah, the stairs took me too much time.
49 minutes
I'll keep all of your advices in my mind next time
Let me see how long it takes in max
I would go with blender
I don't think it would take much time
in 3ds max
But what I wanted to achieve was, stairs which were 100 units broad, and 100 units tall
basically, 1 block of minecraft is 100*100 units in gere
so I am keeping the snapping to 100, and sometimes 50 to make peculiar blocks like wooden slab.
well that's where you would use a snapping tool
yes
The BoxBrush tool seemed to be pretty handy tool for this to be honest
Because I wouldn't be using a single block and texture it and scale it, because it would stretch the textures
Plus I wouldn't want to have a thousand blocks in my scene
To my knowledge, this tool seemed to be the best
idk fam, the time spent trying to make something like that, is time spent learning something in blender
yeah
you won't be able to even texture it well
I thought it would be better to avoid the hassle of importing meshes
there's no hassle though?
how so?
you literally can save the correct exporting method then importing meshes you setup once
and that's a few buttons
ok so, Let's abandon the stairs I made in 50 minutes, and learn how to Import
lesss goo
Brb
gotta watch some tuts
i dont even know what to do next for my game. tell me what to work on
@surreal eagle what are your skills?
idk i do like everything
@old nimbus you have to eventually learn how to import, there's no way around it, though it's not hard to click a few buttons
i ran out of weapon ideas
what was your previous thing?
alr
weapons modeling
oh boy you're in luck, do I have a video for you!
show me!
oh i remembered i need to make grenades
game set in 2055
@surreal eagle https://www.youtube.com/watch?v=BsPkM0Rvbck
@surreal eagle https://www.youtube.com/watch?v=puzuqS1D2Lc&list=PLPjqp8O5Qe9kF9eprzmw7UkhzJSSJ9Sf5 here it is
Exclusive animation from You see, Ivan: The videogame
Model - SAM61
Sounds - New World Interactive
because the game is set in 2055 they have some energy weapons
you can litterally make anythig up
idc
hell,even send a picture
Look at all of them reloads
beautifull
๐
@surreal eagle I want more epic reload animations
This is easier than I thought
i'll keep in mind
i
i'll make the mc flip the gun
How can I animate the sun in the sequencer? ๐
Like I want to set a position with the CTRL+L method, move it to another point on the timeline and move the sun by CTRL+L again
https://www.youtube.com/watch?v=Uiwhg6bHaYs this just makes me want to make some animations lol
I left a bunch of nectarines out and now they all have flat bottoms. Like, they're still good, but it looks like in those old cartoons like Tom and Jerry, where Jerry hits Toms face with a frying pan and flattens it. Yeah, sort of like that.
Rig - Irrational Games
Sounds - midierror, and defiantly not, but maybe rehashed sounds from my gameboy
...
@flint rover you might have to add the sun as a sequencer actor
...
@old nimbus set the collisions properly
Yeah it worked by adding it to the sequencer, but have to animate it via the transform options insterad
@flint rover Yeah you would have to do that, though I though the CTRL+L would do that
@old nimbus In the mesh, but you might want to enable it in the project settings
gets sued by nintendo
sued doesn't work like that
In what way? they sure as heck wouldn't build a UI out of it
Hey guys, is there a way to create a mesh or procedural mesh using blueprints or C++?
apparently its used for some of their games
nintendo doesn't care
and they used unity for super mario run
Couldnt get to place any keyframes that way, but this will be fine ๐ just experimenting a little bit and learning as I go
u cant get sued for knowing a game engine?
lol
You're under arrest you can count to 1
the joke is nintendo loves to sue
remind me to pirate nintendo products
go ahead.
Fixed. โ Thanks A Lot!
people have pirated MANY and they dont care about it, they dont really have a way to sue people who pirate them, or nintendo would need to sue millions of people
@fresh bay Procedural in what way?
i dont really like their stuff actually
ok?
i mean mario is ok
guess people can sue too lol
but i cant figure out mariokart for the life of me
you ride a car?
@plush yew well, their old stuff that's emulated was caught using an emulator, so it doesn't surprise me lol
it's easier to drift a 4 wheeler irl than a mariokart
lol
I'm more interested in the notion that Unreal Engine 5 is "coming" to Switch
@fresh bay How do you mean procedural mesh?
it cannot even run 1080p
i shit you not, i did it once by accedent in deep snoe
haha you should see the prosessor in the watch i'm gonna make.
its litterally the power of a 1980s low end pc
Nice
Well, theoretically, the currently high recommended system specs are for the Unreal Engine 5 demo project --- not actually to use the engine itself --- so that's a common misconception I think
but yeah I giggle at anything mentioning consoles outputting anything at 4K/60 or any sort of Switchmongering like this
i bet the watch would shit itself doing 0.02k and 10 fps in color
speaking of nintendo, they're not sue happy, they're cease and desist happy.
https://www.youtube.com/watch?v=Je89wXwiNhI No idea how this has stayed up as long as it has though but cryZENx has been afk for 10 months
First of all Thank you so much for all that supported me over Patreon for all these months! Im so sorry i cant upload alot of content... im working hard to keep the project forward.... WE ALMOST REACHED 500 Patreons
The best community EVER!
Also lets Celebrate that im partnered and working together with RAZER!
โบ Patreon Support See the Deve...
samw difference?
Ugh another cryzen fan lol
I wanna be a talonted World-Builder One day
@inland flicker I wouldn't say fan, I don't believe what he's done is OMFG EPIC because I see loads of flaws, but I can appreciate what he's trying to do
I don't really get why you or anyone else would 'appreciate' it tbh
It's copyright infringement of a pre-existing IP developed by someone else ๐คท
@inland flicker asset importing, and throwing lighting around but cleaning up the meshes and levels and sowing them together? that's appreciative grunt work there that can be taken away in an instant
it's like working hard on something only to have no backups, lol
I don't know how to explain it too well, but i want some cube marching and i don't know how i could create the planes/mesh in bp on cpp. Or if i want to make a sphere and then add noise to the vertices to warp it around
I think game development is cool but a lot of the frontier is ruined by cryzen types with no passion. And you're using another example of the behavior I'm referring to, not disproving my point about him
He's probably got either super C&D'd or hired by a game studio and under strict NDA.
what is a cryzen
@fresh bay You're probably going to have to start with this https://www.youtube.com/watch?v=WXJw1pswLRM
Free demo: https://drive.google.com/open?id=1yxLrsU_uAD3bpmO307Yl0-m1tEiORiIQ
You can read more about it here: https://forums.unrealengine.com/showthread.php?113803-UnrealVoxel-blocky-Minecraft-like-infinite-world-download&p=546626#post546626
2nd part: https://www.youtube.com/watch?v=3pcqIdAK-oY
Sellfy: https://sellfy.com/p/Ho2F/
Marketplace: ...
It would be cool though to see his OoT project got UE5's Nanite/Lumen treatment ๐
It's not personal or anything I just find it hard to rally behind someone who thinks it should be okay to profit off others, wasn't meaning to be rude or derail I was js basically
My house looks great
I am just waiting when it gets ready and I start applying materials
I know what you're saying but grunt work can still be appreciated.
If an thief spends 2 years perfecting how to rob a bank, and does it, you can still appreciate his work
I just wish we had better examples of what Unreal Engine is capable of than some fanboy's monthly ripoff vlog inevitably waiting to disappear from existence, making you wonder what the whole point even was ... and then you realize it was monetization, and profit, and clout ... and yea Youtube's a cesspool really lmao
I think you're mistaking work for dedication
any help i get is help that makes me happy
Thanks, mucho appreciated
I can appreciate the amount of dedication he put into a failure project, knowing it would be a failure ... but no, there's nothing I appreciate about someone failing to accomplish something they could've but chose not to for whatever reason
i just want to make a game
I think there's a lot more it's kind of asset flipping
because i have no idea what i'm doing!
๐ Speaking of asset flips I shouldn't talk
wheeeeeeeeeezeeeeeee
What CryZen does is asset flipping, yea. I'm not claiming it isn't. Nor is his use of it any 'better' or 'worse' than anyone else's. I'm just musing that it's a shame he is the most popular example when he doesn't have any unique work at all.
though I'm just dumping a bunch of stuff in while I wait for artist for this contract work
Is he though? I don't think he's the most popular example.
can anyone tell me why this simple line trace is failing to well... trace?
@inland flicker I can see your point, I do agree
FFS, you get Fat Dino and alike nowadays anyway.
@drowsy snow I could be at the mercy of lacking information here, but to my knowledge anyway yes
@drowsy snow Fat dino is an inspiration to my asset flipper
I don't think you ever heard of Fat Dino.
It's interesting actually, I was not aware he was MIA until @granite spire mentioned it though
set debug type to persistant
I have not @ heard of Fat Dino
Hey anyone has any idea why my gameplay in editor is blurry, when I have Screen Percentage set to 100?
time to hit the goog
it bcomes normal when I set it to 200
its on an event tick, so it should trace for each frame, even so, it still wouldn't trace, and when I try and see if it hits something, it returns false
Fat Dino's cool though. He "remakes" games for memes.
https://www.youtube.com/watch?v=1EHNDoBj8u8&t=465s
Check out Core platform - http://bit.ly/Core_FatDino
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My Second YT Channel: https://www.youtube.com/channel/UCKmFtF8DaNyscUEyUZnd8XQ
Follow me on Twitter: https://twitter.com/fat_dino_games/
Join my Discord server: https://discord.gg/yN4KTac
My Patreon: https://...
Oh fuck one of those "I remade x game" folks yeah
I don't mind him
Nothing that was ever done for memes was worth it imo
are you sure you are triggering the function right? happens all the time 4 me
Nah, I'm different than you guys ๐
idk maybe it's just me
he's probably not an artist but more coder, which there's still an effort
I think? But for some reason, its not tracing
someone help me here lol
but like if Kojima came out tomorrow and was like "lol jk guys I made Death Stranding for the memes" ... I'd still think it sucks
i'm just a confused 17 year old who want to make a fun game
I come from those so-called "shady" side of the game development, so I like Fat Dino and similar creators.
@old nimbus It's one thing to call something bad, but you gotta explain yourself or your opinion is just a fart in the wind
@old nimbus do you have motion blur on?
i come from non game dev world
@surreal eagle you don't need assets to make a fun game, that's all mechanics
i come from my mother tbh
Probably my modding background biased me so much.
You disingenuous dense MF.
think i need some buildings lol, but i met a guy who was gonna help that
@surreal eagle Open up blender, make a cube with a hole in the side, there u go
@drowsy snow Funny you say this, I got my start in gamedev after getting tired of trying to mod Skyrim into a playable product for 2 years
@fathom locust what are you trying to do?
I'm probably not the only one either, actually lol
I dont' know
But it doesn't seem like I have it on
lol it's supposed to at least have 2015 quality graphics
I know that modding Doom since 2007 isn't something to brag about.
You guys are better off talking the lounge some folks need help
yoooo that Ashes 2063 tho
@old nimbus check your AA settings
Prototype it with BSP geometries.
I still play some Doom total conversions to this day in GZD lol
Well, I'm trying to trace from the the camera to a point in the world which would run every frame, and then I would get the impact location of the trace, and then spawn an actor in from of it
lol nie
Ok so, what are AA settings, and what tweakings do I have to make in it?
Sorry if i Sound dumb
Anti aliasing is basically soften jagged pixely edges on screen.
Temporal AA is the best non-RTX method of anti-aliasing, but since it uses previous frame for smoothing edges, it's infamous for having ghosting artifacts.
By AA, we mean Anti-Aliasing
oh wait, nvm I'm dumb, I had the reach controlled by a variable, which I forgot to change its default value
Hol up
@loud knoll Can I stream just for lolsies?
Though I might stream in different channel.
i'm just here bc its 2 am and i'm lonely
Sorry I was gonna mention that, and forgot
I would stream but I have to make an animation and go over a crash course on how to set it up again
if that's something that interests someone i'll stream it, i'm currently looking for a based indian guy to teach me
project files : https://www.patreon.com/posts/42366983
Today I am going to implement a custom AI controller for the deer character we have worked on. The deer character has 3 states as free roaming, eating/grazing and resting. The character will randomly do one activity for some time and then it will randomly change to another activity. This i...
I know this channel ๐
IMO his presentation is bad though, his video isn't much edited and a lot of "dead air" sections going on.
haha he's got what I want though
I'd prefer videos that concise but planned straight to the point.
nice he has a patron
yeah all of the animation ones are like 20mins long
2* speed lets gooo
oh boy he's still dragging on lol
Also completely unrelated question:
Is there a way to rotate multiple Control Rig controls in one pivot, akin to Blender's Transform Pivot Point? I'm struggling to make weapon poses because of the rotation is using individual pivots and not median point pivot.
I think I might just do it myself
@drowsy snow import the weapon using unreals thing
@loud knoll I won't be able to join VC lol
ok
good luck man sounds like you should read up on what the rendering settings do at the project level before changing them but you got a temp fix for now.
ok, I'll try
For context, I'm animating entirely in Control Rig. Weapon's fine, but I'm having hard time rotating both the socket bone and the hand IK bone in one pivot.
Hi, not sure if this is the right channel to ask but does the sky light require a sky atmosphere and a directional light to work? Getting some unpredictable results and just trying to understand how exactly it works
No. Sky light is basically cubemap lighting applied to the entire scene.
@drowsy snow Can't you just select both those bones?
that's what she said
I did select both controls, but they're rotating in their individual pivot, not somewhere in between both of them.
Do you have idea about the problem here?
@drowsy snow ok thanks! it's weird because it seems to just not do anything when I delete the directional light or sky atmosphere๐ค it is set to moveable
@drowsy snow where are you rotating them?
In viewport.
Again, context: animating with Control Rig + Sequencer
ahhh
yeah i'm not too sure, that's a youtube question I think, I haven't used UE4 control rig
The sky light didn't recapture every time, so you need to recapture to update the skylight cubemap. Though in 4.26+, there's an option to do real time sky light capturing, in conjunction with Sky Atmo.
Well, I already scour through the internet. YouTube still have yet to go that far, and Google searches only results for rotating actors in code, not Control Rig controls in viewport.
I wish I was of more use, but it may not be possible
weird because I did have the real time capture enabled too๐ค but I will test again. Thanks for your help
No worries. I'm probably touching Control Rig limits here anyway.
Oh yeah, depending on your GPU power, Realtime Capture took around 2 to 4 second to update, though performance cost is very minimal. It's best for slower day/night cycle, and not good for super fast timelapse or sudden changes to Sky Atmo light.
i'm putting together a bear animation, would it be worth to stream I wonder
The only solution I found is Screen Percentage
Do you mind reposting the issue you're having?
I want to write if the character collides with an actor that destroys the character, but here I wrote if he collides with anything, it destroys the character, how can I determine the thing that collided with it only destroys the character?
wait, I'll repost it with images
This is of the editor, when I am not playing, everything is in High Resolution.
This is when I play the Game, and everything becomes blurry, even when I am not moving.
Okay, try enabling Temporal Upsampling.
@old nimbus looks like a post process effect
for some reaason, this does not look blurry in the image
how?
and what effect is this?
It's in the Project Settings.
Find for "Temporal Upsampling" with the search bar.
ok
It did work a bit, but didn't fix the issue
How about I delete the Post Process Volume
Since the only thing I am using it for is Keeping the exposure stable
Do you override the Focal Length variable?
no
Just to make sure, check what's the value of Focal Length in the Post FX volume
why is my sun so bright af. i tried to lower the sky light to .3
hi
holy shit it cant look that real!
amazing!
Try putting a Post FX volume, set it to Unbound, and adjust the exposure.
Yeah, it has to be Project settings for my problem
got it. thanks
night
Help
So in the editor when I select the Foliage, it won't let me place FT in my map.
any idea why
I don't see the highlight effect
My problem got FIXED!! @loud knoll
Quick question...why is this happening?Shouldnt the hollow cylinders stay on the bigger ones??Theyre made in blender and exported as .fbx files
Resolution scale in my Engine Scalability was at 25%
@old nimbus yeah thats great that's what I told ya, you had a setting that lowered it then the Post Proc was upscaling
so you were getting back to normal res
Yes
good job finding it
Goodday guys are they anyway to run more than instance on same device while using pixel streaming
Like when someone load a website it will launch instance for each webpage
Last Night I was making Landscape by Unreal Sensei and I put too much foliage in there, and my frame rate dropped below 10, so UE4 suggested me some settings, which messed up with the Scalability
That's too low tbh
Thank You!
Also disable editor's auto monitoring.
the foliage was too much
no worries this is the stuff you remember and everyone makes mistakes like this.
alr thanks to everyone who helped me
......................................................................................................................................................
@old nimbus Monitor Editor Performance? shouldn't be checked.
i do that to reverse engineer
Unchecked. โ
Also feel free to mess around the screen percentage in the editor viewport menu. it goes as low as 50, and TAA upsampling still handle 50% just fine.
This one only affects in editor viewport and not in-game.
guys can you suggest me some source for free 3D stuff for my scene?
Quixel Megascans has some 3D mesh goodies. Model Haven isn't too shabby either.
Quixel is best
Any idea how to fix this or what causing it?
The man made objects isn't so best though.
Quixel stuff is best on the natural objects and materials.
waht is happening here??
I spawned a lot of foliage and this happened
I can't load GIFs for some reason :/
I spawned a lot of foliage lastnight, and my editor went blurry
It just got fixed a few minutes ago
heheheh
I heard mass foliage are having hard times with UE5, maybe go to #ue5-general
UE5 is going to be Epic as soon as it's release comes out.
Sure, but I won't immediately change to UE5 though.
UE5 as it is, is still questionable for PS4 gen hardware.
Hey, what's your hardware specs?
You can start out with UE4 though.
Many things in UE4 carry over to UE5, so you're not losing anything. It's not like back when migrating UDK/UE3 to UE4.
Just say it's a potato laptop, with dead dGPU.
Until UE4 releases, I am going to be learning those many things which will pass onto the legacy
How bad can it be?
What's the GPU?
So far in loading and compile times.
Radeon R5
It's been 4 years of service, it met its death earlier this year.
A few months ago, I used to run Blender 2.79 which has Cycles only, and the PC has only 2 cores, 2 threads and no GPU
a 10 year old PC
The scene which this laptop can render in 20 minutes, that PC took a whole day.
I had patience man
Making something for whole day, and waiting another day to render it
Plus the test render I made were very low quality and not as many as I do now
I do like 10 test renders now, but previously I would do only 2 or 3
LogLinker: Error: Bad name index -1/67Question, I suddenly got this error regarding one of my textures imported, I literally did nothing to it the last few times I was cooking it and it worked fine. But now I have this error. Anyone knows how to fix it?
so I'm wanting to make it so that my characters "attack", but don't physically affect each other
how can I do this? I'm not sure i'm understanding the collisions correctly. I'm using the top down template if that matters
This is what happens currently
You'd use the collision as triggers and not a blocking collision. With that collision cast frontward, you'd check for any enemy actors that overlap with it to be applied with damage (depends on your implementation)
Basic Design of my House is Ready Yay!!
would that affect navmesh navigation as well as ensuring they don't fall through floors?
No, navmesh only affected by blocking collisions, not trigger collisions.
i don't see trigger collisions on the capsule, am i looking in the wrong place?
i fixed it. turns out it was the mesh of the sword that was colliding, which was of type "worlddynamic", which wasn't being ignored
im planning on making a simple platformer for a game jam and wondering if its better to write my own third person controller or use the out of the box one?
Repurposing the template isn't a bad option. Plus saves you a bit of time.
so like dont rewrite it all myself -just extend off it.
After all it's a game dev speedrun, time saves that's viable are matters.
guys why myy vertex groups wont show up in unreal, I have a car with seperated 4 wheels but when i go to physics only body will show up in skeleton tree?
Does the latest version of UE4 uses vulkan by default for desktop? windows
Actually, no, UE4 (and UE5) on Windows uses DX11 by default.
But you have the option to use Vulkan in Windows/Linux. OpenGL is no longer supported on desktop.
Oh. How do you switch to vulkan?
i know a long time ago you had to download the engine from source to use vulkan. Not sure how to switch now though.
It's as simple as setting the default RHI in Project Settings.
Hi
Hey
can someone explain to me how to get these into my project?
Im not familiar with using install to engine
Is it just applied to all projects automatically with these types of addons ?
or do i still need to migrate it somehow to my project ?
anyone would know why sometimes the properties window of the editor stays black in fullscreen, and gets glitchy if not maximized, as in, if i click any thing that will result in a dropdown select it shows the editor that stay in background? 
Someone said UE has difficulties working with 3D platformers, I was wondering what could they be?
https://www.reddit.com/r/gamedev/comments/npofdz/unreal_engine_5_for_2d_developers_is_this_a_good/
2 votes and 3 comments so far on Reddit
@median island UE4 paper 2D was an abomination when I used it 4 years ago
compared to monogame/xna which was like butter to work with
Definitely not 2D, but he mentioned 3D platformers
3D might be hard to get the feel down
since you may not want realistic physics or something I guess
that's only me guessing though
hey guys, I have a huge terrain with a lot of foliage and the terrain surface changed and the foliage are floating or under ground. Is there a tool or option to reapply foliage to the terrain and/or meshes?
Just delete the foliage and replace it
thanks, but no
Does anyone knows how to change bone position with IK like when I grab an item and play the grab animation sometimes the actor I want to grab is not in the right place to were the animation is moving so is it possible to change were the hand is getting to each time I grab an item to the item location?
For one thing, you can limit the movement into 2 axis, and practically make 2.5D platformer.
Character collisions in UE is capsule approximation by default, and don't "slide" by default. You can revamp the movement component or make one from scratch, suiting your needs.
What are some downsides for using UE in making 3D platformers?
Short version:
Nothing, really.
Long version:
The downsides are pretty minor and shouldn't be huge deal breakers.
For one thing, the character movement component, used as is, may not met your specific needs. You can always expand this with BPs, however. You may also encounter difficulties if using Paper2D elements.
Other than that, no major downsides in using UE for making 3D platformers.
The minor downsides are pretty technical, you shouldn't be worried much about them.
What is the main difference when making a single player fps vs a multiplayer fps?
I left my game in working order and when I return to making it after two weeks away from it the bullets are now NOT shooting out of the player's gun. I know this is a bit ambiguous but has anyone got any ideas what's causing this plz? ๐
In multiplayer FPS, you need a local first person view for the player character, and the server side third person view for other players to see. You also need to make sure the local view isn't visible on other clients in the session.
You can pretty much ignore this in single player FPS.
@earnest violet maybe the gun rusted? I mean,.... throw us a bone so we can help at least ๐
So basically I give everyone their own instance of a local view
Think of this way - in MP FPS, you see a pair of arms holding a gun, representing your view. Other players should see you as a character instead of a pair of floating arms, but you don't see the character model of yourself. The character model you use that the other players see should also responds to your movement, shooting, reloading, and other actions.
@kindred viper I don't know what to say as I left it working fine and now there is this problem. The collision of everything looks fine and there are no compile issues on the projectile
I would also state the main difference between them is the events/functions/settings that are server broadcast or server only. You don't write logic for the local client usually. It's for the server to broadcast to the local clients and update remotely. The entire architecture changes according to required replication
can i get some help here ๐
how can i access this addon in my project exaclty when they are labeled "isntall to engine"
Im only familiar with "add to project"
If you don't put your project to source control, you can just install it into the engine, and enable it in your project.
Okay thanks! how can i enable it in my project exactly?
would it be like a plugin?
Well, it is a plugin.
Try search for the plugin name.
Yeah I did /;
maybe its on source control ? but i have no clue what that is
No, it's in the Engine folder.
I eman my project
If there are too much foliage on a screen it just disappears. Any idea how to fix it?
Plugins installed from launcher goes to the engine's plugin folder, not per project.
please read what i said ....
lol
Im respoding to this
Idk ifmy project is on "source control"
Do you even use GitHub? Perforce? Subversion?
Chances are you don't even use source control, so that's out of the way.
Okay
I'll try opening and closing my project
I installed it to thge engine when it was open
:I
that was it lmao
thanks mon @drowsy snow
@vocal herald Probably an LOD thing I'd say.
it maybe also your settings for how many actors get displayed
do u know where can I change this "how many actors" setting?
View Distance, I guess. That's more tailored for instanced foliage meshes tho
What does 5 users on the perforce free plan mean exactly. It will only let 5 people log on to the server?
You can still use Git though, albeit with large file size limit. If you're working with 8K textures, it'll be an issue.
what i must be do?
Do you have Visual Studio installed? (Not just the Visual C++ Runtime)
@drowsy snow what's the file locking support like on git
i really don't want to deal with BP merge conflicts
Never had conflicting tasks, but I accidentally tripped file locking, and it worked well IMO.
@drowsy snow how do you manage to avoid not changing a bp someone else is working on?
By communicating it before hand, and applying strict sandboxing policy? Granted, I'm not with large team, so my way might not applicable on yours, but me and my contributors worked and tested BPs in sandbox Developers folder before being staged for use by me.
Don't know if this is the right channel for this but i guess its a Funfact about Unreal Engine so.. yeah.. i didn't knew that this was possible:D
Actually the hotkey is Ctrl+Alt.
you are the first one who knew that this is actually possible lmao
message bombed every dev i know and so far no one knew
The ones before me might already know about it, but decided not to make it a Eureka discovery.
^ hehe
vs 2017
Also, another fun editor stuff:
Some experimental asset type have dragon inside it.
๐ฒ
rly? which one f.e.? ๐
Can't recall about VS2017, but in VS2019, these are the configuration that works for me
Ah crap, I forgot which class has that experimental flag...
Hi all! Super random, but I've recently been attempting to add in a pole swing mechanic to a personal project of mine, I've mucked around with said mechanic before but integrated it in completely off of physics/add forces - I'm looking to make it completely animation driven now, but I'm a bit stuck with trying to get the overall smoothness of attaching to the pole and detaching feeling nice, I'll link some vids of what I'm trying to achieve - If anyone has mucked around with moving from animations to movement (& vice versa), I'd love some help with how you guys tried to make it as smooth as possible! Any responses would be greatly appreciated, cheers! ๐
https://i.gyazo.com/bb334e03c76ec668d1f55939f7a3e826.mp4
https://i.gyazo.com/46ef32a9315bbf4225e91bbc211869f3.mp4
ahhh yes... the gold old spiderman 2... loved it... but actually i have no clue how you would achieve this.. sorry my friend ๐
how do u convert a blueprint project to cpp project to allow for cpp in project?
is it worth buying ram with 3600mhz instead of 3200? Does it make unreal faster?
i swear in ue4 there was a button for that
guys
if UE4, you can add a C++ class from file menu or content browser
one or the other is probably still present
I'm unable to generate project files as it says the project is built with different engine version
what should I do?
does not seem to be there anymore
switch engine version or install the correct version
is it not in the main file menu?
there must be another solution
nope
huh
ye ikr
you need a correct engine version - you should ideally be using the version the file was saved in
IIRC it's in Tools
I'm actually loading up my UE5 so can't have immediate cross-check
thanks ๐
it's exactly what it says it is, the audio component is being destroyed when you're trying to use it
wierd they moved it haha
why does unreal sensei's auto landscape not work
like i cant change his textures
this is his material
why use a brick texture for the texture?
but then it shows as a rocky texture?
why i can't add player position to view port ?https://ttprivatenew.s3.amazonaws.com/pulse/gohawise-gmail/attachments/17061514/TinyTake01-06-2021-03-13-01.mp4
These are GameModes
GameModes are spawned by UE4 itself, internally, and can either be hardcoded to a Level/Project or set runtime via GameModeShortcodes (or whatever they are called)
So in other words, you don't drag and drop those into the level.
@vagrant hornet because that material is connected to a material instance where everything is tweaked
thanks
so what if i delete it!
Not sure what you mean
i delete game mode from level
what i must be do to add it in the same level again?
At the top of your Editor, there are few bigger buttons, one of them says "Blueprints" on it. If you click it you get a dropdown menu.
At the bottom this you can see "World Override GameMode". You can select your GameMode there (for that specific level).
You can also select it Project-wise with the option above the World Override in the same dropdown menu.
how do i find the material instance?
Hey everyone, I'm interested in just generally familiarizing myself with unreal engine and getting comfy inside it. I don't plan to develop anything but I just want to learn how to import models and set up animations/blueprints. For example, I have a gun I want to demonstrate working in UE4, I have animations set up in blender but im not sure how to get it to work like an FPS shooter (such as left click to shoot, different firing modes bound to a key on the keyboard, ect..)
hey why is this property not showing up in my Actor in details. (its a component)
private:
UPROPERTY(EditAnywhere, Category="PlatformMover")
float movementSpeed = 10.f;
ue5 is legit so fucked for me
cpp is compiling but not working
and to delete cpp classes or components ineed to close ue5, delete the files then delete binary folder
and even then it cant rebuild project files
says i need to build from source
which gives me even more errors
hhahaah wtf...
It's in Early Access after all ยฏ_(ใ)_/ยฏ
it basically fucks me off and means i cant continue with the project
i have a feeling its bc its a blueprint project
now im getting this random shit
yea
well i jsut deleted the project
tried creating a new cpp project
didnt even get past creating it
ask somewhere else, because that kind of activity isn't supported on this Discord
how long it will take to clean up unreal while installing
where else...
I wouldn't know
sorry to ask here in not the ue5 chat but
any1 with previous versions tried to package it with the ue5 ?
yeah i had trouble with UE5 not recognizing my windows SDK. i reinstalled but still had same trouble. I chalked it up to early access problems
Im a beginner what is the best version for unreal engine 4
People! I'm trying to figure out how to enhance the UE camera rig... is there any good examples out there? Struggling to find any.
@timber plinth The latest ๐
Yup
So what I'm looking for is a constraint system (look at, up vector etc) inside a nested hierarchy camera rig example.. if anyone knows of any
@small grail that exactly my problem, do u remember if u made more them just reintall windows sdk or what version u installed
yeah i just reinstalled the latest SDK but it didnt solve the issue
oh
@regal mulch why my mesh component not hide when i trigger with the charterer https://ttprivatenew.s3.amazonaws.com/pulse/gohawise-gmail/attachments/17063004/TinyTake01-06-2021-04-56-54.mp4
Anyone?
so it wasnt possible to package with ue5 ?
Hey guys! How do you go about 'Spriting' in your game? I'm working on a FPS game, and by pressing 'shift', my character runs faster. All I'm doing here is changing the Play Rate of the animation to give the user proper feedback, but I feel that's not enough - I just want to get rid of this 'dull' feeling of the way sprint works on my game.
Perhaps a subtle camera shake on every step?
Do you have any techniques to make 'sprinting' more fun?
hey guys sorry to bother any one here that can help with post processing volume
im trying to make darker room
Does anyone know of a way to break apart blueprint into static meshes like prefabs in other engines?
Anyone encounter Out of Video Memory trying to allocate a texture? (followed by crash) Googled but so far can't seem to find an answer. I've increased my paging file size (Windows) but this is realted to GPU memory I believe, not system RAM.
I assume the meshes are retrieved through legal ways, so discussing such things is not allowed on this server.
UE4 doesn't have a Prefab System like Unity.
I know, thats why I wonder if there a way to break blueprints apart in the editor
Components if at all
can you elaborate?
@regal mulch
Stop pinging me for help Mohamed. I'm not your personal assistant. This is against the rules.
But i want someone to build my game for me
we can already combine meshes into blueprints, just wondering if there's a process for doing the reverse
what am i suppose to do learn this myself :/
So cutting one Mesh into multiple Blueprints?
Or having one Blueprint with multiple meshes?
oh that's actually interesting o.o
Generally speaking, one Blueprint (may it be an Actor), can have multiple Components attached to it.
E.g. Multiple StaticMeshComponents
Or even a ChildActorComponent
I would not try to mimic Unity's Prefab system in UE4. It's a different way of coding/thinking
Yes. what I'm asking is if there is a straightfoward way to turn that blueprint with actors in it, into its individual actors placed in the level where the blueprint was
ok i actually have a weird question
Maybe via EditorUtilities, but not natively
if this isnt default behaviour, if you know of a plugin or workaround
EditorUtilities?
I assume you have a keyboard, so please utilize it and google for that a bit.
EditorUtilities can help automating some stuff that otherwise would be done by hand.
if i have a generic system like walking jumping attacking the basics of a actors movement and combat system, but than theres a whole bunch of complex parts like racial based differences between like the robot race or the demon race or the human race,
would it be better to set them up as blueprints and have a child to parent based blueprints attached to said human to demon or whatever race to make those subtle or not so subtle differences or should that all be done in the blueprint for the selectable races o-o
i know ive been told you can go either or but performance wise which would be wiser
alright
Usually you have a BaseClass for your common code and then child classes to override/extend/replace the base code
How does one make a armature for ue?
No idea, I'm not a 3D Artist. Press random buttons in Blender I guess.
Ripping assets from other games is not allowed to be discussed here, so make sure to not mention that part of your project anymore. Other mods might just remove you instantly.
Ok
^ yeah typically you dont discuss illegal portions of your ideas outloud
you find more clever ways of subtling mentioning the goal without the intent
I mean Iโm not going to make money off of it
Doesn't matter
however i do not condone such so please dont take my advice :3
Sure
If you want to stay clean, craft your own world and your own ip
^^^^^^^^^^^^^^
infinitely better than another persons limitations
if you arent creative enough to have your own ideals
just slap together other peoples ideas
marios jump with sonics snark and maybe megamans combat with clothing from pokemon
I am just going to take coca cola and remake it, but I will just give it away so it's ok
its better than nothing lol
Oh I got my Ideas
than theres no need to rip off others ๐ฎ
Just not the know-how
To make armatures
you cant do that because i did it first you can have pepsi though
๐
well what is an armature?
how do i create a meterial instance for a terrain
They mean a Skeleton/Rig
To move the mesh
I know that.. im trying to walk them thru figuring it out
for artists..
right click the material desired and than press the material instance button than rename it
do you have the models already that need armatures?
you can always use blender and find a 30 second tutorial on youtube
was trying to lead them to this lol https://docs.blender.org/manual/en/latest/animation/armatures/index.html
@onyx nest Just bask in the asset flips, like i'm doing
im too poor for asset flips or i would buy all of the marketplace assets ;O;
then get carried away and want to make little spots for your seagull to land
any 1 know how to spawn sprite in random location?
ok back to work for me!
love you guys take care and good luck on your projects, i know you can do it โค๏ธ
@halcyon canopy Something like this, that's your tip
that's part of my vegitation spawner
aka blueprint dumper
Does anyone have a good tutorial on how to make rigs?
hmm cant find bp master
rigs for what?
humanoids
jep
This section is gone if I place the cineCamera inside a BP..
Does anyone know why that is?
Blender? or somethng that is free to use
use #animation and read the pinned messages in there
is this a good chat for getting help regarding ue4 issues with a mesh not having animations, when it used to
or is there a different channel
also I dunno.... read the blender docs like we linked for it lol
thanks
@halcyon canopy BP master is my own BP, read what it does
@granite spire yeah ik. But is there any spawn sprite?
well sprite sprite or an actor?
you generally spawn actors and yes you just spawn actor
so you dont want to spawn an actor lol?
@halcyon canopy well the spawn actor does the spawning, of actors
so you dont have a blueprint created for it?
then your going to have to spawn a generic sprite actor and set it, or create an actor blueprint with your sprite set up
well you gotta make an actor class for what you want to spawn, or you can't spawn it, if you wanted to spawn a mesh then that's not going to work really
actor component ore scene component
kinda much but still far way to go
Top one
well you might want to do some more of the engine architecture stuff, understanding how components and actors work, before you move on
that's good advice
in theory this would spawn a sprite actor you could set the sprite on, but generally you want to use blueprints
Why when I add too much foliage it just disappears?
@vocal herald Probably your graphic settings
where can I change them?
under your settings -> scalability. see if its set to max for the foliage
Hi guys.Now i'm create main menu in my game.And i place new camera in the scene and set my pawn.But on start game something create other camera.He don't interfere me,but how delete this?
are you using a game mode that has a default pawn?
No.I create my game mode and set new pawn
I am trying to create a dynamic material instance for a spline mesh yet it stais default grey material, what am I missing?
It's my pawn.And he place in the world
@lime quail From memory, it's just a bug and something UE4 does
@left stream change the name of the parameter from "none"
This camera take resources my computer?
does not help?
@lime quailwhat do you mean you create your game mode?
guys I have a question
@lime quail That camera is just something that spawns, I don't believe it's taking resources, as it's just a random actor
is there a way to add fur efficiently in unreal engine?
Sorry,if I badly written in English.I bad know English))
ok and when the level runs you can see its using that game mode? what is the name of the other camera that spawns
Just "CameraActor"
Is there a hotkey which allows me to pan across my editor?
And this my camera
@lime quailah yeah, I think this is something that is spawned in and was/is used for matinee and such. should not be an issue
@left stream
@grim ore I set it to cinematic
@main torrent I'm not sure you might have to check one of the artist channels for help
what is meaning "matinee"?
old cinematic system
@cloud stone To pan across it? what do you mean?
What should I depract from this image? ๐
you can ignore the CameraActor, or you can try and delete it. I beleive its just a editor thing for when you eject for example
Thank you
@left stream well that's how you use that parameter, now, where's that result plugging into?
@cloud stone hold right click and WASDQE is your camera controls in editor
Thanks!
on that node you just give a name to the material, its not for setting vector parameter ๐
is there a limit of how much foliage can be on screen at once? Cause when I look at places with a lot of foliage it just disappears completely. All scalability settings are set to cinematic
Does anyone know why my mesh isn't appearing in the viewport? Apparently I need a hierachical instanced static mesh for actor foliage culling...
@left stream
it even removes the white material
so it looks like spline works
oh
@left stream it's gotta be that player colour then, those linear colours by default have 0 alpha so no colour you have to set the A to 1
hmm
yes but it should be the same color as the dots
@plush yew when I look at some places nothing culls even far far away. But when I look at a place with much more foliage it culls everything even close to me
I don't know why they have an alpha of 0
I use the same workflow for the dots its not the alpha
the internest says instanced foliage has an issue with too many instances and it culling it all, might need to reduce your counts
nvm ill look into a bit more before asking for help xD
@left stream It should be, because even if you set it, it's always 0, this is a new linear colour, it's some dumb thing it does by default
Let me take a look at that linear colour
Iโm having a problem whenever I click launch it cancels it after a few seconds
What to do
@timber plinthcheck the logs? restart the pc? keep trying?
I just downloaded it maybe I forgot something
there is not even a material on it
@grim ore yeah, I red that post. But I need billions of foliage, to just take 1 render shot.
you might not be able to get that
@left stream Oh I see, what even is that thing? if it's the spline itself being a thick boi then I think you have to get the object on it, 1 sec
its not the spline.... ๐
@left stream are you using a spline mesh?
@left stream well for starters, you're not getting the meshcomponent
when you go to do something like this you're adding the spline, then you have to pull off the return value then go into the components themselves, the list to the left is a return values children
Which further explains how I'm able to access all of this
which you're setting the colour to the component itself, which does nothing
i dont think you are rigth here, but thank you for you effort
did you try what they are suggesting?
@plush yew don't know how to count it. But it's not only because of number of foliage.
@left stream well you have to get a mesh some how, or you're setting nothing, from what I see
the parent of the spline doesn't know what a mesh is, it doesn't exist
it'll be what I said it is
just as a heads up, in recent versions of the engine you do not have to actually create the dynamic material instance, just set the parameter for example this works
the mesh is set directly on the node, can u send an image of the correct node order?
I don't have references at the moment and I have to bed very soon as it's 2:22am for me
Just curious does anyone here prefer perforce over something like github for project hosting?
I've had nothing but issues with github
Nani?
This is my first post here, I hope this is the right place also for rookie questions, otherwise please prompt me elsewhere. I'm going through tutorials but I am hampered by sth. that comes up in every project. Every new landscape has a weird grid-like shading error. Also, my whole scene/landscape starts in a far off position (-12400,-12400,-12400). A lot of tools don't work like in the tutorials for inverting landscape of foliage brushes, their effect can't be inverted. It seems like a fundamental error to me.
@wise trailif you are working with Binaries then perforce is recommended
Right now its just source, but it seems github corrupts it when I try to re-pull my work :/
Shits annoying me
@harsh treethe red error in the top left? that is causing your "grid lines"
I even had git lfs so idk
I've personally never had an issue with github
I'll probably go learn perforce.
I havnt either till I worked with unreal engine
I've used github fine before for things like java etc
But never large files
What's the trick to getting sequencer to record the audio of a scene? I thought it would do it automatically but obviously I missed something
@harsh tree
@harsh treeand as for the location, there is nothing wrong with that. that is based on the size of your starting components
the Location you see is the corner of your landscape, that is why it is showing such a large number
Ah, that makes sense - I re-built the lighting, however the lines persist. It's just good to know that there's no fundamental error, thanks!
well the lines are due to unbuilt lighting, perhaps you built it then moved something and it needs to be rebuilt. If you dont want them for now, change your lighting to movable
I'll do that, that's less jarring during the block-out-phase.
@light thunder if using sequencer render movie settings, enable audio output
Thanks - how is that tied to the game code - meaning, it will just act as if you hit begin play, so if you want to control what you hear in that video capture, you need to make sure those unwanted sounds are not executed in your blueprints?
Yo, can I have a list of all the free resources that epic has made free for unreal engine? like quixel and other stuff
Go to the permanently free collection
@light thunderpretty much yes, anything that goes thru the default submix should get captured
ah
Hi! I have some question about media bundle. I input my blackmagic camera as media bundle and im trying to color correction this camera in UE. Is it possible? Someone have a blueprint or tutorial for me?
please
Hey guys is anyone using HTML5 Copy i have this error when packaging ..
PackagingResults: Error: Unhandled exception: System.IO.FileNotFoundException: Could not find file 'I:\UE4.24 SourceHTML\Engine\Intermediate\Build\HTML5\.emscripten'.
I have no error when building the engine and tools
@blissful atlas it's probably a post process effect
But is possible to post process only my media bundle?
@runic ferndont use spaces or . in the project or folder names
well I found a bug with the animation blueprint this doesn't even work "was visible but ignored" thanks UE4 very specific
oh nvm
it apparently was picking up this other thing
I thought disconnecting an animation branch ignores compiling
ok Mr Matheww i will try thanks
still that rotation doesn't even work, RIP
Can anybody send that little devil icon inside the UE4 files?
Why does the sequencer take what appears to be a very long time to render even a small (3 second) clip - 5 minutes seems pretty long - Premiere will render that out in a few seconds - I know sequencer isn't a full-fledge video render like Premiere, but am I missing something?
ERROR: Unhandled exception: System.IO.FileNotFoundException: Could not find file 'I:\UE424SourceHTML\Engine\Intermediate\Build\HTML5\.emscripten'.
Same i removed all the spaces and . still have error
@grim ore
Huzzah I finally figured it out, apparently there was a glitch with the animation BP
@runic fernany other errors above that?
nope this is first error shows but now i run HTML5Setup.sh After Renaming folders its installed alot of stuff
You apparently can't break the node or it upsets the transform bone, you have to instead make a rotator/vector, which is strange, now I can finally rest.
maybe it wasn't installing all the files because the name
why i still can't control of the character after move to other map? i wrote codes above in level bp of levels main menu map why the other map have same orders? https://ttprivatenew.s3.amazonaws.com/pulse/gohawise-gmail/attachments/17064201/TinyTake01-06-2021-06-35-32.mp4
First, go to the blueprint where the actual controls (binds) are used, like X button to jump, and make sure they are firing on that new map - either your reference was lost upon level load to your pawn most likely
@runic fernwhy are you using the project launcher for this?
