#ue4-general

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pulsar ruin
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if i delete codes in level bp it back to work

grim ore
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you dont use the project launcher

runic fern
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Ok this from the package

grim ore
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now is this the source version of the engine or launcher?

light thunder
runic fern
light thunder
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In terms of your controllers, it's recommended to make an 'input manager' where all the actual key press assignments are made, and then they call the actual events from your character/pawn blueprint - then you can swap out input managers depending on what character is being used - So you'd on the input manager, you would have a reference to your character and you would put "X key - and call the "jump event" on that character blueprint - k

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@pulsar ruin

runic fern
grim ore
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yeah looks like the install didnt go as planned ๐Ÿ˜ฆ might have to try and start from the first step, your missing emscripten

runic fern
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i will try to re install it for the 3rd time ๐Ÿ˜„

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the build take wayyy long time

grim ore
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watch the logs as it compiles, it seems weird it didnt give any

runic fern
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i found the .emscripten in emsdk folder i copied it to the error directory

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and same ๐Ÿ˜„

grim ore
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yeah thats an intermediate folder, used during build, which is why I was curious about other errors above

runic fern
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now im downloading the emsdk again

grim ore
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@pulsar ruinonce you load up the new level, can you click in the viewport and control the character?

runic fern
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cloning **

pulsar ruin
runic fern
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Have you tried to possess ?

grim ore
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are you using the same game mode for both maps?

pulsar ruin
light thunder
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What's the reason my sequencer is switching back to the pawn - I disabled "lock to HMD" in the camera settings - and that camera actor is in the camera cuts section of my sequencer?

granite spire
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@light thunder Once sequencer ends it swaps back

light thunder
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oh crap, i'm glad you told me, I wouldn't have figured that out for awhile I suspect

old nimbus
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Someone wanna look at the house I am making?

light thunder
grim ore
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if you want to keep it locked on the sequence once it is done, check pause at end in the level sequence actor in the level

light thunder
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K - thanks, I wish It wasn't taking so long to render these - I can't figure out a reliably way to preview them and for some reason the perspective of the camera doesn't seem to match up, so I have to render the whole thing just to see what it looks like

granite spire
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or do what I did and create a camera BP that handles all of that flyby stuff thrashedoge

light thunder
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How do you render that out though @granite spire

grim ore
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its weird its taking a long time to render out, maybe try disabling the cinematic settings in the render movie settings and see if thats causing it?

light thunder
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I fooled around with keys and got some working but i'm still figuring out the implementation of the sequencer itself

granite spire
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@light thunder You use that camera as a camera BP and have what you need with the create sequencer stored on that camera BP

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then when you possess it, it plays the sequencer, bug free

light thunder
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I still need it to render the video, or do you mean just use a screen recorder when that sequence is playing?

granite spire
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set up a stop function on unpossess and done

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if you're rendering a video

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use OBS

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the UE4 one is hot garbage

light thunder
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ugh, this process has taken way to long - i literally needed like one or two shots

finite nest
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I need help, because my car JUST goes crazy (notice im not holding any buttons)
cant send video (dont have nitro)

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It drives and rotates around itself, i dont have any controls on it

light thunder
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so I need to make a sequencer asset which is then created/loaded by the camera BP?

finite nest
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My car just spins around without any control

light thunder
grim ore
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@finite nestyou dont need nitro to paste a video or a link somewhere else

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and do you have any joysticks/gamepads hooked up or did you?

granite spire
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@light thunder That's how I did this menu, the level sequencer wouldn't go away so I just leave it and untick auto start so it's there it's just a reference

finite nest
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my controller was in charging on PC

granite spire
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hit start game, possess player and done

finite nest
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thanks for help

granite spire
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now it doesn't have that level sequencer running, that you can't control, because you can't really gain access to the level's stuff

light thunder
finite nest
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No, @grim ore i unplugged the controller and still this happens

granite spire
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I was running all of this on the level because I thought it was smart, turns out if you use the sequencer on that level you can't access it to shut it off, even when you think you have it still runs

finite nest
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it worked normally few hours ago

granite spire
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@light thunder Player controller, because it's like a player now

grim ore
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and the controller is not hooked up somehow? using bluetooth or it was?

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you could always debug it, print out the key that is triggering the input

light thunder
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How am I getting the sequencer loaded into this camera actor then?

granite spire
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@light thunder

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like this

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then you have specific controls

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and you just possess the camera

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you might have to unpossess but if you don't have it set in game mode then this is what you'd do

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and the camera actor has to be a pawn

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and that's how you dodgly work around some UE4 stuff

light thunder
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ah, so I made that an actor but I need to reparent it as a pawn (my camera BP)

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can't I just possess it from itself - where is your code there executing from?

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It is working - i'm assuming the point that it jumps back is the length of my sequencer

sudden olive
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how to fix that

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on main menu there is my UI

grim ore
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so dont do that

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the short answer is you probably are creating that UI in your player and your player is in that level, the long answer is dont do that

light thunder
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theories on what is causing that weird shadow

granite spire
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@light thunder mines on the gamemode as the initial pawn

light thunder
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unlit

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not sure what could be making that black rectangle

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narrowing it down

mighty oak
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Probably Mesh Distance Fields

toxic lily
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Is there a way to get the SET to execute to 2 different nodes at the same time?

granite spire
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@light thunder you got realtime lighting?

light thunder
grim ore
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@toxic lily... what do you mean in more detail?

granite spire
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@light thunder its to do with global shadows, im in bed right now look up a proper way to do realtime lighting in ue4

toxic lily
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trying to set up an idle animation, after not moving for 10 seconds, i need to connect tthese two nodes but not sure how, is there like some kidn of transistor or branch or something i can use?

light thunder
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something has been wrong with my lighting since I updated to 424 or 4.25 (i didn't catch exactly when, it's subtle until you try to do some lighting, and I can overcome it just by using a crapton more brightness on the lights I add)

grim ore
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@toxic lily after you set one, you set the other

mighty oak
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Open the meshes that cause issues, they are prob thin, and either set it to generate two sided distance fields for very thin meshes, or increase the resolution. Just increase it only as much as you need, until it goes away.

granite spire
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@toxic lily always plug a node in the butt

grim ore
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set speed -> set is moving -> run head roc func -> cast to something (cant see) -> set is crouching

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wire go in left , goes out right. keep hooking up wires in the order you want them to run. basics of blueprints

toxic lily
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got it

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will give it a try

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thanks

light thunder
toxic lily
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still not working for some reason, the tutorial im watching i saying it needs to e plugged in after

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sorry to bug yall

light thunder
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am I missing with lightmap resolution or just the scale?

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so far I can't tell a difference

mighty oak
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no, lightmap is for baked lighting

light thunder
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two sided and increasing resolution scale (I think i went as high as 10) and it didn't seem to affect it whatsoever

mighty oak
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have you baked lighting at all in this scene? Previously?

light thunder
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it's possible but I refactored it and redid the asset - what am I trying to update/refresh

toxic lily
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nevermind got it down

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thanks guys!

mighty oak
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Well, just a long shot, but if you are not using baked lighting, but have residual lightmaps and you want to clear out all previous lightmaps do this in "World Settings" tab:

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Then "build" the scene again, this will clear out all previous lightmaps, this is just to make sure it's not some residual lightmaps casting weird shadows in your scene

light thunder
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hmmm... i wonder if this is what has been causing my lighting problems too,

mighty oak
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Otherwise, you have to just do the previous step I mentioned on all the meshes that are within the area where you see the black artefacts, the distance fields might be from nearby meshes as well...

light thunder
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but what is weird is, if I move that truck forward, the shadows stay in the same spot - so I figured it was using dynamic because it's having to redraw those shadows on a new surface

mighty oak
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no, that's the static shadow, it's not moving... you're moving the meshes...

light thunder
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hmm...i'll have to tackle these too -

mighty oak
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that just means you have mesh actors that don't have meshes associated with them, if you're not using them, delete them

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(from your scene)

light thunder
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weird, the null static mesh on the walksides is just a BP actor I think it's okay - the LOD actors I don't know how to delete maybe just the HLOD

mighty oak
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I have a question about streaming levels and navigation. It seems alot of people have had issues with this topic (https://forums.unrealengine.com/t/navmesh-of-sublevel/35996/24) I have setup a persistent level where the start menu and scene gets loaded, and any other sub-levels get loaded as new maps to play in, each new sub-level is then unloaded and a new one loaded when levels in the game change. I am still trying to wrap my head around why settings for my nav-mesh aren't working. Has anyone else worked with streaming levels and nav-meshes? How do you set this up properly? Here is yet another thread on the same topic: https://forums.unrealengine.com/t/navmesh-of-sublevel/35996/2

light thunder
winter rain
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For Metahuman, is there a way I can make the UE4 asset one whole skeletal mesh? Instead of having a separate mesh for the head/torso/legs/shoes/hands?

limpid pier
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Soru

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Sory

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bending over while traveling can you help me with this problem

toxic lily
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sorry to pester again

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got one more issue

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trying to set up the idle in the anim graph, so after 10 seconds of not moving the animaton plays, however it only plays if i set it to 1-2 seconds, any more then that it doesnt play at all

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anyone know what could be causing the issue o what im doing wrong?

grim ore
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that code says if the third person idle has been playing for longer than 10 seconds, transition to the next space

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are you trying to play another animation if they are idle for 10 seconds?

toxic lily
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yes, if the third person idle has played for 10 seconds (the player stands still for 10 seconds) it will play "bored" idle animation

grim ore
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your going to have to make special code for that then, the default idle animation is under 3 seconds

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there ya go, current state time

toxic lily
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got it

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the default one right not the new state machine?

tawdry sierra
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Can anyone help me with something?

light thunder
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this is baffling - why is my camera causing shadows (that I can't determine the source of) on this mesh -

tawdry sierra
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I am getting some weird red dots on my nanite meshes

grim ore
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@toxic lilythe transition from your normal idle to the bored idle would look like this

light thunder
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watch what happens in the same scenario when i fly out in a debug pawn to look at the same location?

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@mighty oak this is baffling -

stray smelt
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Is there a way to override or replace a mesh with a generated LOD? i have some trees that have a lower LOD i would like to just place with that LOD, since no transition is necessary. I can't find a way to do it under foliage settings and even if I set minimum LOD it's overidden once in foliage

toxic lily
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yep just did it, hug and a kiss @grim ore and @plush yew yall are life savers ๐Ÿ™

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works perfectly

grim ore
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@light thunderthe gif made it look like its your reflection capture you are seeing

tawdry sierra
# tawdry sierra

@grim ore Sorry but do you have any idea what causes this problem?

grim ore
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@tawdry sierrayou should ask in #nanite

light thunder
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so do I want ?

mighty oak
light thunder
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won't that cause a recompile of shaders?

mighty oak
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So?

light thunder
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because that's like an overnight commitment lol

mighty oak
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Really:?

light thunder
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there are....a large amount

mighty oak
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You have to just simplify until you can narrow down the source of your issues... maybe make a new blank level and bring in any problem asses one by one, until you see the problem pop-up...

light thunder
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there are a bunch of reflection captures, i'm wondering if it is that

grim ore
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are you using screen space or ray tracing?

light thunder
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ray tracing i'll try screen space

mighty oak
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Your reflections do look wonky IMHO

light thunder
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but why is my other pawn, why is that same thing not visible

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i'm literally just possessing another pawn - the sequencer has no events or changes that i can discern

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why is that truck not visible there (technically it is a placeholder whose location I spawn that firetruck actor into)

quartz jetty
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im having a little trouble, when i press on the file button nothing comes up

hoary holly
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Has anyone here worked with UV mapping a mesh using procedural mesh component

timid frost
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hey anyone know how to adjust displacement of megascans texture exported from bridge pre made materials

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??

light thunder
hoary holly
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I thought so too

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Iโ€™ve heard that vertices canโ€™t share UV coords so thatโ€™s why bleed is happening

sturdy trail
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Hey guys, can someone tell me why there is no health Variable for the Character I just made a Health bar for in the Widget bluepritns section?

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Picture is loading

grim ore
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so the health variable, what blueprint holds it?

sturdy trail
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It's in the mywidget Blueprint

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If that's what you mean

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I'm watching a tut and I think I did exactly what he did and he has the Same list as me but also a Health Variable as an option

grim ore
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it is not, you are trying to get a heatlh variable

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I assume you are trying to bind

sturdy trail
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Yes I'm trying to make it so the characters health gets translated to the Health bar

grim ore
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ok so the health variable is on your player, what class is that player?

sturdy trail
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I'm pretty sure it's a Character class. Unless you mean a different set of classes. I'm still really new and learning everything

grim ore
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open up your blueprint that has this health variable in it, the one you re using for your character, and what does it say the name of it is?

sturdy trail
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The health variable is just called "Health"

grim ore
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This is my character, its class is ThirdPersonCharacter

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we need to know which blueprint you put this variable in that you want

restive zinc
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how can i make my portfolio, do i use a website what do you guys use or reccomend?

sturdy trail
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OK well the Blueprint is just called "MyCharacter" which is what I named it. It is 1st Person though. I apologize for not understanding some things its a lot to take in

grim ore
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ok now did you save the blueprint and compile it after adding your health variable?

languid timber
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hi everyone, im looking to learn ue4/5 for rendering terrain, im already familiar with node-based programs and wondering what would be a good start for my goal

sturdy trail
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Yes definitely Compiled and saved. I can send you a picture of the character BP if you want

neon bough
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while UE5 features aren't really ready yet

grim ore
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so your my character variable in your widget, what class is it? what is the variable type

languid timber
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unreal engine has weird heightmap specifications right?

neon bough
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i guess thats not a good choice yet, but i'm not sooo into world composition...

sturdy trail
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I don't have the Character itself as a Variable from what I can tell

grim ore
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inside your widget you have atleast 2 variable

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open up your widget, go to the graph, what does the Variables show

sturdy trail
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Oh wait I see there's a blue variable that's again called "mycharacter" and one that says "as first person character"

grim ore
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yep and what class/variable type are those

sturdy trail
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I don't know how to tell the class

grim ore
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click on them

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just like in my screenshot

sturdy trail
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Do you mean the type?? I don't see a "class"

grim ore
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click on the variable, in the details panel it says..... Variable Type

sturdy trail
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Oh type. Ok now I understand...."variable type...first person character"

grim ore
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ok so thats not your "MyCharacter" so that one wont have what you want, what type is the other one?

sturdy trail
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The other one is also first person character

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I can send a shot so you can be sure

grim ore
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yep so neither will work and that is why you cant see your health

sturdy trail
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Ohh

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OK so I'm confused as to why they won't work

grim ore
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so one of those needs to be of the type/class that has your variable, the MyCharacter type/class

sturdy trail
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Oh ok

grim ore
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now with this all said and done, whatever tutorial you are watching that is binding... you need to burn that video lol

sturdy trail
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I think I used the wrong character or something. I'm making a mini game along side the tut but he switches to other projects to show us different things. I don't think I was supposed to do what I'm trying to do now with the characters I gave

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Have

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I figured I'd try it though. Aside from this the video is very helpful

grim ore
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probably not, binding to your health was not going to work as well

sturdy trail
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Okay, hopefully when he shows us how to make a Health bar for the Game it goes a bit better than this lol

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Thanks for the help mah

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Man

grim ore
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yep

prime willow
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can i have the link to that video so i can make sure to never watch it ;-;

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actual serious request..

sturdy trail
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Did you read what I wrote? It wasn't the videos fault lol

timid frost
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hey anyone know how to adjust displacement of megascans texture exported from bridge pre made materials
??

prime willow
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oh good i just got back xD

sturdy trail
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This video is actually about 100 times better than any beginner tut I've ever seen

prime willow
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oh

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than gimme

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:33333

languid timber
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unreal engine isn't importing the entire heightmap...?

sturdy trail
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It's a udemy 10 hour beginner course I paid I think $13 for. Udemy.com

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What he was doing worked for him I just think I used the wrong character

prime willow
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o.o

merry bison
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link to the course?

sturdy trail
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Just a min

prime willow
sturdy trail
merry bison
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Since you say that it's 100 times better than any beginner tutorial you've seen, I am intrigued and wanna check it out.

prime willow
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^

sturdy trail
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Yeah, well this is a course for people who aren't great woth computers either. It might be a bit slow for you. But he explains it in a way that I pick up on better than the tuts who gloss over things I need to know

merry bison
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I see, I'm new to UE as well.

sturdy trail
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Well this guy really explains things well. Some parts I would have preferred if he didn't repeat certain things but I have a hard time imagining somebody get completely lost on this course. I have times like right now where I'm kinda stuck but I always end up figuring out why I was stufk

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Stuck

merry bison
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I think I've actually taken this course

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isn't it the one with a platform and fire and building houses etc?

sturdy trail
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Yep that's the one

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Flaming sphere enemies

merry bison
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then yes, I've done that one

sturdy trail
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How did you find it?

merry bison
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Easy to follow.

sturdy trail
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I've been wondering if other people thought it was too slow

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Yeah for sure

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Few spots I got confused but mostly easy

old iris
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Hey guys, my project shows an error when starting the editor, is this the right channel to ask help?

tame bobcat
mighty oak
plush yew
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I baked a scene with lightmass

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now I want to turn everyrthing off to tweak stuff individually

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but I cant have real time lighting anymore? its like its stuck with the baked one for some reason

timid frost
old iris
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I don't know, these errors appear when i start the engine, but the game plays without any problems

timid frost
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can u send me close screen shots of it

old iris
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When i clear them, they don't appear anymore

old iris
light thunder
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@grim ore can you advise why a camera component is rendering those reflection captures, (if that's what it's doing) so poorly? EDIT - actually I know it is the reflection captures - because this is a shot when I looped through the scene and deleted them all

old iris
timid frost
light thunder
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the same shot, with the reflection captures on

old iris
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Yeah, but there's something in BP

timid frost
light thunder
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interesting, where should I look, the camera actor? the problem goes away if I delete the sphere reflection actor here

timid frost
light thunder
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I'm wondering what the issue is, maybe it's the location of the reflection capture and that camera is just in a really bad spot relative to it

timid frost
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u might changed something in your project

light thunder
timid frost
old iris
timid frost
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idk from where u called them it says its unknow

timid frost
old iris
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Uhm but i don't understand why these errors don't appear when i build the project

light thunder
timid frost
timid frost
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so it might appears when u load the level

grim ore
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you can have multiple reflection captures, try putting one near the door so it can properly reflect what is on that side in the door

old iris
fringe thistle
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hey guys where is the collision window in unreal 5?

light thunder
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How should this look @grim ore versus where to position it?

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note I have multiples

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multiple sphere reflection captures that is

sudden wing
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Hey guys, if I want to run a boolean check to see if a pawn is possessed, how would I do that?

grim ore
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multiple is fine, you want similar to where you might be

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move it up or down and see how it changes, if it does then your not using ray tracing but screen space

inland flicker
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yeah that seems like screen space reflection rather than ray tracing tbh

timid frost
grim ore
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as you didnt have many reflection captures

sudden wing
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@timid frost this is what I have

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i need to find something to replace the red comment

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because right now I can click on the pawn that is being controlled by the player, and would detect it as a targetable actor

grim ore
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cast to the player and if it fails, its not the player?

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can also maybe use is controlled pawn?

sudden wing
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wouldnt "is controlled" also disable this targeting for other players? (it will be a multiplayer game)

grim ore
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multiplayer on the same machine or networked?

sudden wing
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networked

spice nest
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Do I need a playercharacter? Is there a reason not to only use the PlayerController when there's not really a pawn to control? I want to work on an RTS style game

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Or do I possess something that basically just flies in a 2D plane?

sudden wing
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@spice nest I believe you can set "PlayerController" to "none" in the GameMode settings

grim ore
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@sudden wingso are you trying to not select the player you are controlling, or no players at all?

sudden wing
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just the player im controlling @grim ore

spice nest
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@sudden wing I am aware of the ability to use no default class.

grim ore
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get the player character, check if its locally controlled

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@spice nestyou do not need a pawn, you can control nothing. you will need a camera that is being used tho (normally possessed by the controller)

calm pollen
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hey so my game packages fine and I can put it on the google play store with no problems, but when i try to open the app, it says "no obb found and no store key to try to download please set one up" anyone know how to fix that?

spice nest
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So typically one would make a pawn that has nothing but a camera, and then possess that pawn? @grim ore

timid frost
grim ore
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@spice nestI would say that is a very valid way of doing it yep

spice nest
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@grim ore Appreciate the input!

timid frost
fierce forge
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hello, what do i need to put (UV input) to can set one of these squares from the texture ?

sudden wing
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@timid frost I believe what @grim ore said works. currently testing it, thanks though!

grim ore
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@fierce forgeget the texture coordinates then multiply it and it will basically give you part of the texture as the output

light thunder
grim ore
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if you moved it and rebuilt reflection captures and nothing happened then you might be using RT, RT doesnt use the reflection captures.

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you can verify if you are using them by swapping those in the post process from ray trace reflections to screen space and it should change

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if using RT and you have those weird reflections.. something is weird

light thunder
grim ore
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well it would be on the post process volume

light thunder
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there isn't one

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oh they call it exposure

grim ore
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no reflections on post process?

light thunder
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seems they are inherited - i could probably override them in the BP but it seems to be set to that already

grim ore
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you can have multiple PP volumes all fighting over settings ๐Ÿ˜ฆ

light thunder
grim ore
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was just a general statement

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anyways you should look at a reflective surface, like that door that is having the issue, and swap back and forth for the reflection type to see if you can figure out what is on

grim perch
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Hi guis I am a beginner so sorry for this question:
I Have the problem at the moment that I include the 3rd person model and change the cam view to a first person view. But now I cant start into this charackter and he dont react to my comands. How can I fix this Problem?

arctic path
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im making a whole military base for my game, does this look good so far? this going to take a week or so, but i dont really care. I am making like a shoot house training range here

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am i doing this right?

grim ore
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maybe ask in #work-in-progress

thick nebula
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this might sound like a silly question... but what will increasing my GPU compute power by 2x reduce my time doing by half?

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ie, for all practical purposes, what would the benefit of a 3080TI with 12GB bring over a 3070TI with 8GB and roughly half the compute power

dawn lintel
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Smol thing - In this Level Sequence the In and Start times have separated. If I set the start time to 0, it puts the left green line on 0, and the right hashed line to around start + 8, and this is where the playhead starts from.

Any ideas what's going on here?

dawn lintel
grim ore
#

@thick nebularaw GPU power depends on what your doing. Ray Tracing would probably see a good benefit as well as GPU lightmass, beyond that raw GPU power need raw CPU power. I mean your going to see more overall raw rendering power so more FPS but if your goal is 60FPS then going from 200fps to 250fps isnt going to matter

thick nebula
grim ore
#

compilation no, rendering no, loading no

#

so no

#

shader compiling and c++ are all CPU, lightmass (building lighting) is CPU or GPU in the latest versions (but still in progress). rendering is rendering, your going to probably have the same result on either card, loading is CPU/Drive dependent

obtuse gate
#

So I have no experience in game development, but I would like to get into it and start using Unreal Engine. I had a game idea if anyone is willing to come help with it? My idea was to create a game just like Rainbow Six Siege but for VR, also have the gun physics just like the ones in Pavlov. I was thinking it could be the same layout as R6 where you storm a building and all that but instead of a PVP type game but instead like a campaign where you make your way through different landmarks across the world and storm them (can also be made up places).

thick nebula
grim ore
#

significant is relative again to what you re doing, there is no way to say "you will get a 74.56% increase in productivity with the 80ti over the 70ti"

light thunder
#

Trying to see if a model is worth it - performance wise - huge poly count/detail (and I can't just use low poly/PBR) has 993k polygons - the machine to run this is going to be robust though (2080TI plus)

thick nebula
#

well i mean as far as the specs go and there is no thermal throttling, the 3080ti is roughly double the power and roughly double the price, but on a single unit which will have better capability and a larger memory bus

grim ore
#

yes but... again

#

if your using 80% of the 70ti then having double in the 80ti is not needed

#

things that use 100% will see benefit, stuff thatis not limited such as using GPU lightmass would benefit

#

but just making stuff look pretty on the screen could use 5% or 100%

#

in my experience the majority of my time waiting in the engine is CPU based, not GPU. GPU just means stuff runs "worse" and I have to deal with 55fps instead of 70fps

light thunder
#

@grim ore regarding the reflection capture issue - I am spawning this actor into the scene, so how does that work for recapturing scene captures - do I need to actually run that from blueprint?

somber stump
grim ore
#

for that your going to have to find another solution but that shouldnt be an issue its reflecting what is around it which is there when you capture it (the walls)

thick nebula
grim ore
#

shaders are cpu

thick nebula
#

with lightmass?

grim ore
#

lightmass is not shaders, lightmass is static lighting

thick nebula
#

hmm ok

grim ore
#

shaders are 100% cpu, 100% clock speed and cores and threads

thick nebula
#

the 3070ti seems like a reasonable choice, but if the extra 600 saves me 600 worth of time over the next year i can see it being worth it

#

so this is my dilemma

grim ore
#

your going to have to answer that question, if you dont have the CPU to push the 3080ti then its a nonpoint

thick nebula
#

well i def am, still looking for others peoples advice other than my own but i hear you

radiant sleet
#

What it do

#

Party people

molten frost
#

Hmmm anyone here want to help a newbie for 10 mins... Trying to make a hacking pvp game

woven elk
#

Does UE5 takes Meshes with multiple UDIM? and how do I set it up with UDIM textures.

molten frost
#

hack & Slash*

grim ore
zinc mist
#

hey i have this code in my component

private:
    UPROPERTY(EditAnywhere, Category="PlatformMover")
    float movementSpeed = 10.f;```
and i am wondering why its not showing up on the blueprints details?
untold girder
zinc mist
#

ok

obtuse gate
#

how do i change the black background to the standard sky?

grim ore
#

add a sky sphere

#

or add atmospheric fog

#

or uh... maybe sky atmosphere? theres a few ways

inland flicker
#

Anyone else have this? For some reason it isn't showing up in my plugins list, despite being installed as a plugin in the Epic Launcher and the example project files being migrated over

raw bloom
#

Hello

somber stump
#

this is driving me crazy... just learned about the volumetric clouds actor but I don't know how to rotate them around

#

I need the clouds to block certain elements like my moon for example

#

just figured it out np

#

lol

paper ginkgo
#

hey guys completly new to UE but after seeing the UE5 trailer decided id wanna dabble my hands into it. Any suggestions on how to learn to use the engine? is there like a textbook or something?

gleaming thicket
#

@paper ginkgo there are many tutorials made by epic in the unreal engine site

#

also stuff on youtube

paper ginkgo
drowsy snow
# paper ginkgo hey guys completly new to UE but after seeing the UE5 trailer decided id wanna d...

Also in the meantime, use UE4 instead to get your grip on the basics. UE5 is still in early access, can crash for strange reasons, and still has performance regressions. It was intended for users who know their way around UE to test things out, not for production or learning from ground zero.

Also Epic themselves has official Unreal Online Learning courses that you can study for free:
https://www.unrealengine.com/en-US/onlinelearning-courses

Unreal Engine

Unreal Online Learning is a free learning platform that offers hands-on video courses and guided learning paths.

light thunder
#

What's a simple way to make the "out from dark into light" transition - is it a simple matter of animating the max/min exposure settings of your directional light?

drowsy snow
light thunder
#

I'm trying to miss with it real time but it doesn't seem to have an effect - my references are valid, is there a 'update/refresh' I haven't used?

thick nebula
#

@tight elm thanks for the feedback earlier, i think i will go with the cheaper option

light thunder
#

when i start with that on exposure min like -5, it's ridiculous bright

lusty scaffold
#

is it possible to highlight a mesh an make it visible to the player through walls?
like, make it render in front of all other objects

light thunder
#

I have to do the same to exposure max I think

drowsy snow
# light thunder

This isn't how you do it.
I mean, it could work to some extent, but not the optimal way.

The Auto Exposure range is so extreme, it should already work with "dark to open light" effect.
However, since you want to be more precise about it, down to the exact timing, consider setting the metering mode to Manual, and adjust the camera's/Post FX's ISO value (and other real life camera values), just like you would with a real life camera.

light thunder
#

weird, it's still not updating - the reference is valid

#

here''s the use case - trying to use this opening door in a video trailer

#

Not an artist by any means

#

but I'd like to get like 3 seconds of the light flooding in - I'm only going to be in this shot for maybe 5 seconds

#

basically I'll cut away or normalize the exposure right about when it gets half up and you realize the sky is turning white

#

probably is, right now, it's not as bright on the inside when that door opens up

#

@drowsy snow I'm trying to control more of the light but not lose all the color of the sky - it seems the exposure, the sun light intensity are mainly involved - any ideas how to keep it bright but without washing out the blue from the sky to the point that the sky itself is just white?

#

You can safely assume there are some lighting fundamentals that I am forgetting

drowsy snow
light thunder
#

so that effect from that video, that looks fine for you, in terms of the sky being washed out white?

#

i'm guessing it's because i'm still 'inside' so the eyes are more dilated and taking in more light

#

so it's literally brighter 'inside' because your eyes don't really adjust fully until you enter whichever environment

drowsy snow
light thunder
drowsy snow
#

#packaging is the channel for anything packaging related.

plush yew
#

sorry i didnt see that, i'll delete and repost there

kind dew
#

what's the best way to check if an ai has lost all perception? I'm trying to make it so if a prey runs away, it'll just get destroyed if he can't sense anyone

turbid hearth
#

excuse me ,can i ask how to fix this bp sky speher....

past dust
#

hi, new to unreal. I know a few basics but that's it. I'm wondering if someone could point me in a good direction or show me how to do some basic level layout stuff

warm delta
#

can Epic create UE5 Cloud service that will allow users with old PC to try/learn to use the engine?

#

something like Geforce Now but for UE5 only

wintry bobcat
#

is quixel surface assets plug n play for the UE landscape? or do I have to tweak it?

surreal eagle
#

hi

junior fjord
surreal eagle
#

so it's basicly fast download?

junior fjord
#

yeah unfortunately my UE isnt working rn otherwise i would shown you via images how it is

void kraken
#

Just found this on LinkedIn lol ๐Ÿ˜‚

wintry bobcat
junior fjord
#

so here is the add button in the navigation bar

#

once you click it you can select the quixel library

#

the bridge opens and you can download it

wintry bobcat
#

they really integrated that into ue5

dusk isle
#

hey, will these specs work fine to work with unreal engine, I want to buy a course but I am not sure yet if it does satisfy the needs of game dev in unreal:

12gb ram ddr4
corei5 10th gen
2gb intel uhd gpu
lots of free space

I am new to unreal engine, and need your help.

junior fjord
#

the uhd idk about but the rest seems ok

junior fjord
#

just drag the mesh onto the scene

timber imp
#

hey guys, is the graphics in ue like so complex to the point where if a person tried to understand everything that ue has to offer and how it works, would that be just a really hard task or is it someone achivable

#

cos i was looking at ue5 and i was like, its so developed how could any one try to fully be fluent with how it all works

junior fjord
#

Im in the same boat as you but im just playing around with the software

timber imp
#

its like crazy because there is such a thick layer of development to the point where its kinda too complex to properly understand

#

say lumen

junior fjord
#

nah you need to start with basics

timber imp
#

if you were to understand lumen, would it be like a crazy hard task

junior fjord
#

and focus on one thing at a time

#

learn basic assets and textures

timber imp
#

not the one inside lumen but the way lumen works as in the graphic math behind it

junior fjord
#

then lumen

timber imp
#

nah im not wanting to learn ue im tryna learn graphics

junior fjord
#

like if you go to quixel

timber imp
#

and im looking at the level of grahics within ue

#

and its just nuts

junior fjord
#

there is high quality textures and then there are nanite

dusk isle
# junior fjord

I saw the course and they didn't mentioned something about gpu but mentioned os and space requirements , I am sure that gpu is important but oh god what can I do.

timber imp
#

and it makes me wonder if its even probable to understand the low level graphics within ue

junior fjord
#

you can learn opengl

#

or vulcan

timber imp
#

if opengl is fucked hard, imagine ue

junior fjord
#

for better understanding of graphics

#

ive studied opengl

timber imp
#

cos open gl is kinda easy to understand but if you get to unity or ue

junior fjord
#

just dont do 4.3

timber imp
#

its just to the point where you dont understand how it even works

#

ive not given it a fair chance thats why its kinda hard for me

#

but ive tried opengl thinking it would be kinda okay but it ended up being crazy

junior fjord
#

well you have to understand its not a one man show

timber imp
#

yes

junior fjord
#

plus it takes time

timber imp
#

thats the thing that i hate

junior fjord
#

unless u are da vinci

timber imp
#

like i understand that its not one persona behind ue but you know how it is

#

everyone wants to be able to say that they want to demonstrate this level of skill

#

like me

#

i want to learn, i dont liek game engines, its too much of hand holding, thats why i wanted to learn how to graphics work but i understand that a little hand holding is fine because its kinda crazy

junior fjord
#

graphics programming is easy and hard at the same time

#

its easy cuz you get visual feedback

#

its hard cuz it takes a long time to understand what you are doing

timber imp
#

yeah

#

even learning cpp

#

its imperitive that you have that back bone other wise its nuts

wintry bobcat
#

got any fix for this tiling issue? I exported it from quixel bridge and added it to my landscape

junior fjord
#

oh tilt the obj manually

#

i was having that before but i did one manually and the rest have been fine since

surreal eagle
#

anyone else not have a damn clue what they're doing, but keep working untill it works?

leaden dust
#

I have no experience with networking so I might sound a bit ignorant. If I package a dedicated server executable while having my OnlineSubsystem be set to steam (also have AdvancedSessions installed) and I run it on a pc, will the server show up in 'Find Sessions' (also would like to know if I would need to forward ports for it)?

granite spire
#

@timber imp Well I'm 6 years into heavy development with UE4 I know loads about everything, I been on a few teams, which lead to paid work, and me to find my position as a technical artist, but I feel there's loads of surface knowledge to learn, but you gain that then focus on a specific part of the engine, in my case I get very bored with doing 1 thing so I branch out and learn everything, I want to swap to C++ soon as I feel that would be faster for me to develop what I need as I worked with XNA/monogame for a number of years and while blueprints are great I personally like to see code, if that makes sense.

Not sure if that answers a question for you, but you'll know when you're "ready" is when you feel knowledgeable to be able to act as a support here, and confidently stream (I've dedicated thursdays, 25 hours from now to stream each week as of last week which I find will keep my skills sharp).

There's yet still loads to learn for myself I don't want to claim I know everything that would be silly, then you migrate to polishing the skills you like, for now though I'm interested in doing my contract work and making my asset flip simulator.

#

@timber imp I also come from the background that was kind of anti-engine, and wanted to do everything myself but then as you get more experienced, it's nice to use an engine and do the important things like trial mechanics, the thing that lead me to this was working with monogame, you could spend 100 hours in a week to cram out this efficient 2D system that graphically has no change but you mass changed the back end and when you show it off people are like "cool" then move on, and you're left there like "thrashedogethrashedogethrashedoge I spent 100 hours on this and it was all for nothing".

The same thing is happening with the C++ conversion for my other project, we've held off talking about it and updating because it's all boring stuff with no visuals, people just want visuals, which is fine.

#

It really is nice to have all of the basic mundane stuff done for you and then you're free to make what you want, but UE4 is far from a complete engine, there's loads that you have to do manually, at this point with our game we're throwing out half of UE4's code and just doing it more efficiently, like for example, multiplayer is another thing on it's own if you want to know how much UE4 doesn't do for you, go make a multiplayer game, replication is a pain in the ass.

exotic thicket
#

I think the common wisdom is... if you want to program game engines, build a custom engine.. but if you want to program games, use an existing engine lol

serene birch
#

for 3D this
for 2D it might still be ok to go custom engine ๐Ÿ™‚

granite spire
#

2D is easier with a custom engine like monogame

#

for me anyway, I tried to use game maker and the limitations was insane, want to make an inventory? well we don't believe in lists, so you have to fiddle with a re-sizable array thrashedoge

#

I feel like I could turn this asset flip into an animal simulator thrashedoge

thick sinew
#

Can you import custom FBX fractures into the Chaos plugin, the same way you can with the APEX plugin?

granite spire
#

I googled it and it doesn't appear you can

#

but I don't work with those things so i'm a bit clueless

thick sinew
#

Ah thats a bummer. Yeah I tried googleing it myself without any luck. Thanks tho! ๐Ÿ™‚

#

Hope they'll let you do that in the future. Their destructive fracturing in the viewport is kinda meh, compared to procedural fracturing in other packages like Houdini. ๐Ÿ˜›

granite spire
#

I know you can import stuff with the import tag, I wonder if you could do some trickery with the texture data, I know you can do this with mesh instancing.

#

import a texture and it has all of the model data and animations

#

@thick sinew Look up instance mesh, I wonder if you need an explosion, load in your debris with instanced texture, that would be possible, I wonder how far you could push that.

I'll give that some thought next year when I go back to tinkering with instance meshes.

thick sinew
#

I'll look into it. Appreciate it! @granite spire

little breach
#

is it normal to have debug boxes slow the game a lot?

drowsy snow
#

That's why you'd typically want to strip away debugging functions from final stable releases.

little breach
#

I'm just going to use them for some debugging, but it's annoying to get a drop from close to 200 fps to 15

drowsy snow
#

The thing with debugging is that putting into account the debug shapes to render at all times.

honest vale
#

are the shapes even rendered by the gpu? ๐Ÿค”

granite spire
#

Good question

#

Why do I feel like i've herd they're CPU bound

river wave
#

cant acces the site or even the launcher says 403 forbbiden?

granite spire
#

try to reload

#

if not it'll be your internet probably

pine flax
#

hi everyone

#

I was looking for help in my Unreal blend animation ^^ do you know where I can find it

granite spire
#

I just so happen am brushing up on my animation

pine flax
#

I have a video that can show directly the problem if I can post it here ?

drowsy snow
pine flax
#

yes no prob ๐Ÿ˜‰

#

so, I made a blend animation from 2 mixamo anim, the first one is looking good but the last one is not running

granite spire
#

Well first of all I find that amusing, and secondly, how have you constructed the animation?

pine flax
#

here is my sequencer

river wave
#

@granite spire i've been having this issue for a week i cant get into launcher or even site

pine flax
#

so I used weight to make the transition smoother, I need to work more on it to make it good, but when I'm making a render, the animation is not working but when I simply play it on Unreal everything works

river wave
#

just says 403 forbidden

drowsy snow
river wave
granite spire
river wave
granite spire
# pine flax here is my sequencer

Mmm it looks to be more the sequencer not triggering the animation, have you separated both animations and done some trouble shooting that way? or tried to play the 2nd animation first .etc?

granite spire
river wave
#

okey i will try it right now

pine flax
#

no not yet, I will try that ๐Ÿ˜‰

#

yes it seems that the sequencer is not triggering the second animation in general

drowsy snow
river wave
#

i installed the VPN it works when i turn if off it doesnt work?

small grail
#

Is anybody here very experienced using the world composition tools? I have a few general workflow questions trying to clear up that I can't glean from the docs.

somber iris
#

Hi guys!
I'm an architecture student who is trying to improve UE 4 skills and render. Can u suggest any source for study? Please i need to much! Thank you

river wave
#

@granite spire this is what it shows?

somber iris
#

thank you! is it enough?

#

where can i find the pinned mesages?

drowsy snow
somber iris
#

oh i saw thank you

#

and i have a really problem about PBR materials, do you have any idea or solution about PBR?

drowsy snow
granite spire
#

@small grail Avoid it like the plague, that's my general rule of thumb.

kindred viper
#

I dont avoid it. I like it. But it does require some manual work

granite spire
#

@river wave Yeah this is betond help from us, you may want to look into PC help to get all of that cleared up, unless we have a tech help channel.

fierce tulip
#

not one thats related to that kinda stuff

small grail
#

I have to have a way to stream levels - this is an unavoidable need. Also I have to reset the world origin to avoid floating point errors. World Composition looks like a viable in built tool to solve these problems. I just have a few questions about general workflow when using the tools

somber iris
small grail
granite spire
#

Wiping windows and staying away from that VPN would be an easy solution, though you lose everything, windows has an inbuilt wipe system that auto reinstals itself. @river wave but you'll have to seek out tech help channels for that, as coaching someone is very time consuming.

#

@small grail I've built massive worlds with good FPS to attempt to avoid wold composition, why is it unavoidable?

kindred viper
#

Well I don't preload my levels using the current system. I load them manually as and when I need them based on where I am in the world. The current system has you loading your levels in the editor in a static position. Then you have streaming level volumes to deal with visibility. I manage them manually and don't preload in the editor. Just on the fly. It requires coding in some latent functionality and keeping track of loaded levels. It also requires some work to make sure you check for the existence of AI in levels that would usually be unloaded, so you don't unload them at the wrong time.

drowsy snow
# somber iris I'm trying to get photo-realistic render, but i can't i got lots of problem abou...
Unreal Engine

This course explains how to create high-quality physically based shaders. Learn about working with Material instances at runtime using Blueprints, building Material parameter collections, and more.

Unreal Engine

This course introduces the basics of creating PBR (Physically Based Rendered) Materials for archviz, including how to use the Material Editor, supported texture formats, and using Material expressions.

drowsy snow
small grail
#

unreal seems to handle memoery management for instanced items better and performance is better right out the gate but i still believe it is essential to stream levels

somber iris
drowsy snow
small grail
#

i may have written that wrong - it is 10km on each side. actually 100 square km's

plush yew
#

is it normal for ue to compile shader on empty screensplash screen then on editor view ?

wintry bobcat
#

how do i remove this white lines surrounding the object?

kindred viper
#

yes

wary wave
#

that white line is part of your water material

small grail
drowsy snow
plush yew
#

is it compiling same shaders twice waste of cpu load ?

kindred viper
#

no

drowsy snow
wintry bobcat
plush yew
#

this happen cuz i changed empty project to disable static light!

wintry bobcat
#

@small grail

small grail
plush yew
#

unity have nanite like tech ?

kindred viper
#

nobody does

drowsy snow
drowsy snow
plush yew
#

@drowsy snowso i should get used to these compiling.

kindred viper
#

sure it's just LOD maths but implementation is new

wintry bobcat
#

how do i remove this white lines surrounding the object? (sorry for resend)

drowsy snow
small grail
granite spire
# small grail i have 8-10 square kilometer world with dense foliage procedurally spawned. i ha...

Well, I'm not sure why you are attempting a massive map, as a massive map enthusiast I can get what you're saying, if it's a game you're making usually from what I've researched quality over quantity is better.

Is there a way you can get away with just good old map transitions?, because I do know my experience with world composition was absolutely atrocious, it's poorly documented, you have to arse about with it, the effort just wasn't worth the time.

If you're making a multiplayer game you might then maybe consider world composition.

kindred viper
#

multiplayer is where world composition actually suffers the most

drowsy snow
granite spire
#

But again it's arsing about

wary wave
kindred viper
#

indeed

granite spire
#

there's a point where you go "hmm am I doing this because it's cool? or what?"

drowsy snow
#

World Composition as is only good for single player games, and since I'm making SP game, it's fine for my purpose.

granite spire
#

rather than fill a smaller map with loads to do, vast emptiness tanks reviews from what i've read also

granite spire
#

though that being said I should talk my damn, world is fairly huge

#

I look forward to the day I can have some credit to what I speak

kindred viper
#

credit is over-rated. I prefer the money :p

small grail
#

my game is a simulation that depends on the map size

drowsy snow
#

Also, my map is planned to be 6x6 km across (36km^2), so not as grandeur as the ambitious MMO goals.

small grail
#

its not a regular game

granite spire
#

sounds like it

#

if it's map size you want

#

let me teach you a little trick

small grail
kindred viper
#

no im busy sorry. Just in here whilst shaders are compiling ๐Ÿ˜„

granite spire
#

so see how I meme'd my map size?

#

while it extends the polys

#

you can make this infinitely huge almost

drowsy snow
granite spire
#

but, a landscape shouldn't be used as your normal thing

#

LOD 0 for infinite no popups

#

I sure did

#

a landscape is a base for your meshes, you want as minimal as possible

#

that's the desired result, unless you're doing low poly stuff like me

#

ty

drowsy snow
# granite spire

For comparison, my landscape scale is 100x100x250
Due to the fact that the heightmap data is limited to 1 km, and I want huge mountains.

granite spire
#

I don't like how quickly everything goes to snow, but that's for later

#

I'm in the middle of adding in my seagulls

#

I want to have them fly around and land on things, but you can pilot them like my bear

drowsy snow
#

I don't even think about snows.
Snows are still unrelatable to me.

(Not to be confused with Snow, one of the members in this server)

granite spire
#

then setup food types for animals so they only eat X food .etc

#

I've only been to the snow once

drowsy snow
#

Because snows are unrelatable to me, I don't even have to think about snow displacement ๐Ÿ˜›

granite spire
#

I like how things turned out, absolutely pointlessly huge, but it's just a side project to brush up on skills

#

solidify things .etc

#

mountains aren't big enough but idc atm

drowsy snow
#

It seems like ALS is having trouble with Control Rig...

neon bough
#

like what? I have a custom ALS with a few control rigs, but i evaluate them at the end of the anim graph, so that works fine for me

granite spire
#

ALS is a bit of a mammoth, I sort of hacked mine a little

neon bough
#

indeed

granite spire
#

before I knew a mixamo converter existed

drowsy snow
late stag
#

my github desktop was weirding out so i uninstalled it

#

and now i am reinstalling it and this is what i get

drowsy snow
#

Honestly SmartScreen is false flagging fest.

late stag
neon bough
#

...

#

is that stuff not signed? or what...

ebon dagger
#

did you download it from Github directly?

neon bough
#

where did you download the git stuff?

late stag
#

ok

#

it works now

#

thx

late stag
#

there

neon bough
#

ok, that sounds legit

drowsy snow
#

It is legit though. GitHub's domain is always github.com

wintry bobcat
#

this white line only appears when I zoom out of it lmao and when I zoom out it gets removed

foggy jetty
#

It's a for that water shader @wintry bobcat

#

to create a nice transition

light thunder
#

More of an OBS question but I know it's something that people here would have figured out - I'm trying to capture the output of a New Editor Window Play - but it either doesn't update or I can't even grab the window (so it literally records a 10 second clip of just the first shot) - otherwise I have to do the entire display and do a filter and crop it, which if that's the best way, sure, but I wasn't certain it was (why spend the performance trying to capture a huge display when you only need one window)

drowsy snow
light thunder
drowsy snow
light thunder
#

This is only for like a 3 second cut - not AAA quality but I think it's enough

#

shoot - probably should rename those for easier viewing

light thunder
autumn grail
#

Does someone Know Paid support for multiplayer?

toxic lily
#

question

#

im starting a new level, but im trying to switch to the characters ive made and done edits in, (the female mannequin) how do i set her as default player character?

ember walrus
#

Hi hi guys, how can I keep characters from running into each others?

restive eagle
#

make sure that their capsule collision is set to block pawn

#

but that should be the default settings to begin with

#

or you want them to go through each other? then you set it to ignore

ember walrus
#

I'm making my characters move with Move to location or actors, and if I send them to the same location they don't avoid each others

restive eagle
#

should have said that they are AI

potent bridge
#

with APEX destruction, how would I make it so only my players sword applies damage?

restive eagle
#

google rvo avoidance

ember walrus
restive eagle
#

@ember walrus also there is a special controller for this as well

light thunder
#

Is there a reason why my bookmarks I've made in my blueprints wont' save (when the blueprint does save, it's checked out from source control - are those bookmarks on the blueprint saved somewhere else that I need to make sure isn't being set to readonly by source control?

grim ore
#

set it to overlap on the collisions and not block

median nest
#

Hello can i remove the touch wheel for mobile moving?

#

and also how do i fix the camera so it isnt so far away in vertical mode

grim ore
#

@median nestthe input options in the project settings has the option for the mobile interface

median nest
#

@grim ore how about this?

#

Itโ€™s so far away

grim ore
#

what type of camera is it?

median nest
#

default

#

its part of the sprite

#

because when i rotate it its good but when it goes vertical its not good

grim ore
#

there is no real default camera,

#

is there no camera in the scene? is it part of the blueprint? is it part of the pawn?

median nest
#

its part fo the character

#

well its a parent

grim ore
#

ok is it set to perspective or orthographic i nthe projection mode?

median nest
#

orthographic

grim ore
#

then you change the width

plush yew
#

Hi , where i can browse or change my marketplace local files ?

grim ore
#

change?

median nest
#

thx

#

one more thing

#

my sprite doesnt move at all

#

it reads

#

and it should move

#

it did with another photo

#

but its very show

plush yew
median nest
#

slow

#

doesnt move at all basically

grim ore
#

settings -> edit vault cache location @plush yew

toxic lily
#

go into settings in Epic Launcher and change vault location

grim ore
#

@median nestI dunno how you are moving it, maybe make it move faster?

median nest
#

how??

#

its a sidescroller

#

2d

grim ore
#

that first part, I dont know how you are moving it

plush yew
#

i see thank you : )

median nest
#

i have a huge blueprint for it

grim ore
#

your goin to have to open up the character and see how its set up

grim ore
#

so make the amount it moves larger

median nest
#

well no, because then you have no control

#

it will then move -5 with one swipe

#

-5

grim ore
#

so whats faster to you then?

median nest
#

it doesnt move still

#

its way too slow

grim ore
#

is the project set up to use swipe?

median nest
#

yes

grim ore
#

welp your going to have to tell us more about what is "slow" and what you expect. Making the amount it moves larger should make it faster

median nest
#

in top left you can see it reading

#

my code works

#

it just wont move

#

the jump works

#

sending video

charred kraken
#

how can i make these icons smaller or hide them?

median nest
#

and to hide push the eye in world outliner

#

is this because my texture is too small?

#

@grim ore

grim ore
#

@median nestI mean your showing words but your code doesnt seem to be doing anything.

plush yew
plush yew
#

not a fan of how the directory tree squashes like that when it's vertical

median nest
#

because my other textures worked

plush yew
#

it should go underneath and be fully visible imo

#

would be more user friendly

#

as is you have to stretch out your window horizontally

median nest
#

is the movement not right?

#

all it does is add a input

grim ore
#

Show your movement code

median nest
#

swipe or movemnt

grim ore
#

well your swipe isnt working is it? and are you not using the swipe code to move?

median nest
#

swipe does work

#

thats why it said left right down up

grim ore
#

swipe to move..... swipe to move....

#

your swipe to move is not working

median nest
#

heres the last thing

#

where its print string

#

and move

grim ore
#

so you swipe once and it moves it a small amount one time, does that not work right?

#

what are you expecting

grim ore
#

ok so are we sure then that X is the left and right direction?

median nest
#

bis moving right is set to right

#

the false bis is set to left

grim ore
#

thats not what I am asking, is X the right direction?

median nest
#

yeah

grim ore
#

is the X axis in the world your left and right for that charater on the screen

#

you said this same setup works for other sprites?

median nest
#

X is left

#

Z is up

#

y is forward

#

hello?

#

x is right

#

x - is left

grim ore
#

I saw all of that, I asked you said this is the same setup that works for other sprites?

median nest
#

i changed the texture thats all

#

and added swipe WHICH should work

grim ore
#

so change the sprite back and try it with swipe

#

I think your missing the issue here

median nest
#

i removed a single thing from movement

grim ore
#

'it was working fine, I just changed the sprite... oh and added this.. and removed that...."

median nest
#

was the part where it read input

grim ore
#

how did you add swipe? and again what are you expecting on swipe. You swipe once and it moves a small amount and stops?

grim ore
#

can you read that screenshot?

grim ore
#

just do something really simple to test, copy the add movement input node and paste it after your event tick in the Then 0 (which does nothing right now)

#

this will force it to move every tick without you pressing, this will let you know if there is something wrong

median nest
#

wdym

#

pl

grim ore
#

literally what I said

#

make it so it goes event tick -> sequencer -> then 0 -> add movement input

#

this will force it to move every frame

median nest
#

ok testing

slate basalt
#

is it possible to create a game window that has a tittle bar?

median nest
#

its moving

grim ore
#

ok so then your movement code, the add movement input, is working fine

#

its your swipe code

median nest
#

what did i do wrong?

#

the print reads

#

the print string is the last part before move

#

is it because of the set pos?

#

set the dis moving right?

#

ill delete the set function

#

ill see

grim ore
#

ok so

#

movement input is normalized, it can only go so fast

median nest
#

well it was going good

grim ore
#

its intended to be added/used on a frame base

median nest
#

at a good pase when we did the test

#

still doesnt work

grim ore
#

your swiping ONCE, then adding input ONCE, then never again

median nest
#

it needs to be like running

grim ore
#

the amount of input you can add, the scale, is normalized. if you only do it once you will never see it move

median nest
#

how can i fix that

grim ore
#

well again what are you expecting to happen when you swipe ONCE

grim ore
#

what... does... that... mean

median nest
#

until you swipe in a other direction

grim ore
#

so you want it to auto run?

#

you swipe and it continues to move

median nest
#

so its like right ---------> left <--------------- right ----------> left <-------------

#

oop

#

wrong directions lol

grim ore
#

soo... again... you want it to continue to move once you swipe once?

median nest
#

sorry for the bad speech

grim ore
#

then you need to continue to add input

median nest
#

lol

narrow mauve
#

Okay so I don't know barely anything about pivot painter and how it functions. I have it working on my grass and I can change its direction/strength etc..but what I also need to do is interpolate between the global wind and this local wind vector here. It works perfecty well with the 'simple grass wind'. I use the mask to just lerp between the global wind and whatever other vector I am overlaying. Trying this with pivot painter doesnt do anything though which doesnt make sense to me. Can anyone help

grim ore
#

swipe -> start moving and set direction. Event Tick -> should we be moving? if so add input in the direction we should be moving

median nest
#

well the last step is to print string

#

there is a touch end variable

#

you have to swipe to start it

#

like it wont just start moving

sharp crest
#

at what time does the marketplace sale ends on the 5th?

narrow mauve
#

See its very simple. Ijust use the mask as the alpha and then lerp between the two. Works perfectly fine with other wpo winds but not pivot painter..no idea why

grim ore
#

welp that is the basics of what you are trying to do. you need to add input on the tick since you arent adding it any other way (not holding down joystick)

median nest
#

How

grim ore
#

thats up to you and your code

median nest
#

can you help?

#

please

grim ore
#

I took the joystick stuff and ended up with this

median nest
#

thats all i need for swipe?

grim ore
#

I set the scale (the direction) when I move the joystick, then on tick I move the character in the direction if I swiped

median nest
#

it was suppost to check if its a tap or not etc

grim ore
#

the boolean on the branch should be hooked up for when you want it to actually move

median nest
#

oh btw bis moving right really means is this moving

median nest
median nest
grim ore
#

I just took the default 2d template and did those changes

#

i dont have swipe code i just changed the joystick code but that shouldnt matter the same stuff can fit in your stuff

median nest
grim ore
#

this is the same code changed to add a "stop key" by using the O key on the keyboard (you can do this however you want)

median nest
grim ore
median nest
#

right

grim ore
#

what you see is what I have right now after changing the template

median nest
#

so should i delete all my nodes for that and make both of the things

#

or just the most recent photo

grim ore
#

I cant tell you what to do, I can tell you what I did

#

you have working code, you just need to adjust it

median nest
#

ok

grim ore
#

you swipe -> you set a boolean that says the player can move and the direction they should move

median nest
#

should i add both or just 1

grim ore
#

event tick -> check to see if they can move, and if so add movement input in the direction they should move

median nest
grim ore
#

you do something else that makes them stop, you set the boolean to make them stop

median nest
#

why is animation there

#

the bismovingright is the animation trigger

grim ore
#

I dont know what you did to your code, I am showing you code that works and does what you want based on the original template

#

you have to figure out how to make this work for yours

median nest
#

ok

grim ore
#

the first picture shows when the joystick is moved it sets a boolean and a direction to be moving for add movement input. It also shows when I press O that I want it to stop moving.

#

the second one is the existing tick that handles the animation, I just added to it to also move if the player is set to move

median nest
#

ok

#

how did you connect velocity and movement component

#

@grim ore

grim ore
#

the add movement input node?

median nest
#

from get movement component (return) to in vec

grim ore
#

I didnt do that, that code was already there. I added the sequencer node and the part at the bottom

#

thats part of the animation code

median nest
#

why is animation here?

celest sable
#

any idea why my car doesnt move even tho wheels spins and steers ok?

grim ore
#

the animation was handled in the event tick, its how the template did it

median nest
#

ok

#

what should i do with the swiping then

grim ore
#

you must have deleted the animation stuff as well if you dont see that

median nest
#

no i do

#

and where would the movement scale comefrom

#

we cant just use it with out setting it

#

and direction

grim ore
#

you can see in the first picture I made a variable for it

#

and you can also see I set it in the first picture based on if you are moving left or right

median nest
#

yeah but what did you set it to

grim ore
#

the first one, the one that literally handles input

grim ore
#

I know you are trying but it seems like you jumped into the middle of trying to do something without learning how Unreal Engine works and its causing issues

plush yew
#

can I undo a saved thing?

#

because it doesnt work

drowsy snow
plush yew
#

I fucked up

median nest
#

@grim ore one more thing

#

bis moving right means is this moving or is it idle

grim ore
#

no it means is this moving right, its used to determine which animation should be playing

median nest
#

are you sure?

#

because if it goes left then it plays idle

grim ore
#

read the code

median nest
#

so when it says get input right

#

can i use my swipe code?

grim ore
#

this boolean is only used in this spot, which is used during the tick for flipping the control rotation after animating

median nest
#

ok

#

im asking if i can still use my swipe code

#

because your using input right

#

input axis right

grim ore
#

you can use your swipe code, im just using the input that is part of the template. how the input comes in shouldnt matter it just does something when you do something

#

your move right would set the booleans the then movement scale, your move left would do the same

median nest
#

ok im going to test

#

swipe doesnt work now

#

when i swipe i dont get a string