#ue4-general

1 messages · Page 1011 of 1

radiant sun
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I am though :/

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Which is why I am confused

restive eagle
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im using an external program to change these things

drowsy snow
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Honestly my sarcastic fear is that newcomers will reflect on Dreamworld.

restive eagle
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not sure if it works in latest versions or not, gave up long time ago on that

toxic lily
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Putting up an alpha with the place holder mannequin is like the Scarlett letter. Nothing turns off anyone faster then seeing that in a quote “playable customer ready build”

restive eagle
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tell your users to make their own models

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problem solved

toxic lily
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🙏

drowsy snow
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The damn project flips assets with no effort, but raking in money in KS.
I both sarcastically and genuinely feared that those starting gamedev merely for profit reflected on those kind of shitty projects.

toxic lily
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Or just team up with some who can make them,

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It’s legit not hard to find someone who can

radiant sun
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Yeah, and tell them to weight paint, rig and name them to suit your animations too hehe

restive eagle
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novadays its enough to have a fake gameplay trailer

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looking at "RAW"

toxic lily
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Convincing them is another story

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A lot of the marketplace assets are really good too

drowsy snow
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Remember when battle royale games and Fortnite is at all time high? Everyone tries to make Battle Royale game with no capitals and manpower.
I don't think it's a coincidence that people now tries to make MMO in parallel with how Dreamworld defamed our beloved Manny and making cash in KS.

radiant sun
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Popular games are so lazy these days tbh

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By popular I mean the likes of Valorant

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Sure some pretty nice mechanics, decent game, nice visuals. Nothing new though

drowsy snow
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Some wanted to make MMO as large as the entire Jakarta, but don't have the money and decency to do so.

restive eagle
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i wouldnt call valorant lazy

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have you seen their dev stream?

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a lot of work went into that game

obsidian nimbus
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its called shootergame.exe tho

restive eagle
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for competitive gameplay there's no room for mistakes

drowsy snow
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Granted, they can run away with fully static lighting.

toxic lily
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Bro people who optimize are the true unsung heroes of development

restive eagle
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yup, their stream was a very interesting watch

drowsy snow
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Not to mention their netcode

restive eagle
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they did struggle at first, but it seems fine now

radiant sun
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I just wish that Riot would A, add a proper darn launcher. And B, make a game like Valorant only less like CS:GO 😅

drowsy snow
obsidian nimbus
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i didnt play it cuz the ring 0

drowsy snow
obsidian nimbus
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kvm?

drowsy snow
obsidian nimbus
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ahh 😛

drowsy snow
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Though the twist is that the story is more "serious" than stereotypical isekai story. No dating mechanics, no harem stuff, though still have revealing kind of garments ;)

restive eagle
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and i just finished watching some isekai anime today, that cant be a coincident 😄 (but let's not get off topic, cause a mean uncle will show up)

lusty canyon
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I'm making a single player Western, and right now I'm deciding on the story, I'm thinking about going with a story that follows the real life events of Jessie James, does that sound interesting to anyone?

restive eagle
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never heard of him

drowsy snow
restive eagle
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have you seen "Sel's" work around here? @drowsy snow

lusty canyon
restive eagle
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maybe if you are from USA it's a more common knowledge

drowsy snow
restive eagle
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arent both those approaches meant for mobiles?

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i don't work with any of that stuff, so just asking

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oh deferred is the default one

drowsy snow
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And my game is being made for PC/console first. Porting to mobile is sort of the bottom of the barrel kind of afterthought for me.

restive eagle
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any ETA on that game?

drowsy snow
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Expect the info to be posted somewhere in #work-in-progress or #released or somewhere in the web.

restive eagle
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kk, but i'm more of a fan like Mahour Arms. you can search for posts from softmode

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really like his shaders

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ahh but they are pretty old, he hasnt been here in a while

radiant sun
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Anyone know of an easy way to change your application name on build? I know that it takes the project name... But I want to change it, and at this point I can't without it breaking 😂

drowsy snow
radiant sun
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Ah right, will give that a try

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I just assumed it'd be with the build settings, like where you set the icon. Anyway ty ❤️

drowsy snow
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Definitely Google it first though. I forgot pretty much anything about the param and which ini file you should type it in.

radiant sun
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Nah I think you are right, I looked it up before coming here, but I am so sleepy right now I can't make heads or tails of it 😅

plush yew
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guys

feral sierra
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is there a way to smooth normal for the mesh inside Unreal?

restive eagle
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@plush yew you should use on landed event

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and you can check if the velocity was high enough to apply the damage

ionic cradle
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Are there any tricks to getting things to float correctly with buoyancy?
I made a simple viking ship in blender, put pontoons at 4 corners but it just flips over and kinda spins around

shrewd quarry
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looking to do a point and click rpg, anyone have any tips on a channel to check out? (free preferred)

plush yew
restive eagle
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there are plenty of tutorials on youtube

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just follow any of them

wide beacon
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So do i need to cast to another camera when im making ads

shell compass
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As opposed to having to get player controller > cast > bind to dispatcher or something similar

wispy oriole
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I've seen on a few videos in which people manage to change the colour/opacity of their landscape paint brush, anyone know how to do that? 🤔

dark ridge
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hello, i need some help with finalising the story for a project, i dont know which channel can i go to talk about it

drowsy snow
wispy oriole
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Answered my own question :) In case anyone else wondered:

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To adjust the highlight color/opacity/intensity, you can edit the CircleBrush Material by going to Engine Content/EditorLandscapeResources. To be able to access this, you will have to show engine content by going to View Options>Show Engine Content in the Content Browser window.

plush yew
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Does anyone knows what Verse will turn?

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just a way to code instead blueprints?

versed lion
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Does anyone know how can I change the shape of the material? I want it to have a sphere \ circle look instead of a square

versed lion
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I mean in the world it self, its an Emitter

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But the material applies the square shape for some reason

candid lion
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Hi, my UE4.25 project doesn't compile anymore. PC project, no mobile setup, no update, and I have this compilation error :
IOSAppDelegate.h(5): [C1083] Impossible d'ouvrir le fichier bibliothèque de types : 'UIKit/UIKit.h' : No such file or directory
Can someone help me with this?

mild phoenix
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Hello who can help?How can I do this, I want when I press,delay on released must each time reset timer?

drowsy snow
mild phoenix
versed lion
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I mean change the shape of that material because it sets the shape to the square by default in the emitter settings @drowsy snow

wispy oriole
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Particle emitter? You'd need to mask it in the material

versed lion
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I will try, thx

versed lion
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@wispy oriole Thanks it worked perfect!

woven dune
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Hey, guys not sure where to ask this question but I'm having some strange issues with the user interface of UE4. After sometime when editing in the blueprint section it starts flickering black. Sometimes the whole engine will turn black. I have no idea where this is coming from. Anyone might have an idea what this is??

fierce tulip
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check the pinned messages on this channel

golden horizon
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guys, I'm sorry, but...do you have any idea for HOW to stop SteamVR starting and giving errors every time when I try to do something in Unreal Engine...

lucid grove
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Hey fellas, for some reason i cant change light intensity at runtime

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simple node

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Working on construction script

woven dune
lucid grove
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But not live

lucid grove
dawn gull
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Is there a way that I can put the default FPS arms and gun on top of the default third person character?

hard escarp
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I've having an issue where both of my listen clients are somehow sharing data in their UI/Widgets. Any thoughts on why / what I should look into to fix it?

plush yew
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how do i permanently onn word-wrap in visual studio

lucid grove
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I have it

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Ofc

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The problem was it was set to static which cant change runtime 🙂

primal tendon
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How to enable collision with grass tool, I'm trying to mix grass, trees and large boulders and such with it and even if I am changing the mesh collision to use complex as simple, when I place it manually it works but using LGT it doesn't, anyone know anything? I searched online and it seems like this has been a problem from past 6 years, they did say about PFS but I don't prefer that all that much....

sick parcel
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Hi guys, quick question, I'm starting to develop a multiplayer game, nothing fancy, thing of a Tower Defense PvP of sorts, to give some context

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my question is, should I start with MP in mind, or I can just start by normally developing like any SP game?

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Also I would like to have a mode to locally test where I can switch from player 1 to player 2

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trying to find what could be the best practices of this

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if you have any tutorial in mind that might cover some of this, I welcome it.

hard escarp
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@sick parcel Multiplayer is its own unique beast. Taking a working single player game and converting it to multiplayer would probably be easier if you started from scratch.

sick parcel
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Got it

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@plush yew that's from 2017, does it still apply?

frozen pond
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is there a way to force mesh fracture ?

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from bp?

fringe wigeon
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anyone know how to change the colour of the volumetric clouds in Ultra Dynamic Sky?

wide beacon
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does anybody have any idea how i can fix my ammo counter? i have it so it appears on screen, but it will not update to tell me howmuch is in my clip

civic cobalt
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Mathew Wadstein here?

fierce tulip
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he's always lurking

civic cobalt
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i was hoping i could ask if i could use code found in his tutorials for a commercial marketplace asset

fierce tulip
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you might have to contact him, or wait until he un-lurks

civic cobalt
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yeah, thats what ill do, thanks

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but he is on this discord isnt he?

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when was the last he was spotted? 😄

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nvm im gonna email him

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ue5 new ui is so sexy

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but im kinda sceptical about nanite

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what do you think? @fierce tulip ?

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when i saw 200gb sample project first thing i thought was full game will be 1tb

modest trench
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Nope

civic cobalt
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but i have to say it looks really really god, the models (scans)

modest trench
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Packaged Ancient is 25gb

civic cobalt
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my opinion - still if you wanna make good game you gonna retopo scans at least

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hmm

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thats not 200gb

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still pretty hefty

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i dont know

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ill have to see it in some game

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how it performs

drowsy snow
modest trench
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Ancient is a next-gen rough demo

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It's not really a reasonable game

drowsy snow
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Honestly Epic acquiring RAD and making Oodle free to use in UE is a godsend.

civic cobalt
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do you have any numbers about oodle?

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how much % can i save

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in packaged game size

drowsy snow
drowsy snow
civic cobalt
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good for you, soon its gonna be like miniatures in movies, lets hope not.

fierce tulip
civic cobalt
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i see

drowsy snow
civic cobalt
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oh man, weighty projects u got there

drowsy snow
civic cobalt
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is it by default?

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just press package and it works or setup needed?

drowsy snow
drowsy snow
civic cobalt
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is backporting even possible?

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i never succeeded in doing that

drowsy snow
civic cobalt
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i see

drowsy snow
civic cobalt
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open world?

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big?

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what would take so much space?

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scanned assets?

drowsy snow
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Open world (6km x 6km) and audio assets.
I hard limit the textures to be 4K max though

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It's still being made for PS4 gen hardware in mind.

civic cobalt
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i see, interesting

drowsy snow
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I know, not as big as others who wanted to reach 20km x 20km 🤭

But I prefer quality over quantity.

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Also it's a single player only, so I only use replication stuff for replay system, not necessarily multiplayer.

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Though I tried to have multiplayer practice applied because of using replication, so might as well future proofing it in case I want to make MP mode of it.

civic cobalt
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good luck dude

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sounds promising

hasty lantern
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guys how hard would it be to make an android version of my game made in ue4?

civic cobalt
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have you tried packaging for android?

drowsy snow
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Especially if your stuff isn't prepped for lower end hardware in mind.

hasty lantern
fierce tulip
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the unreal docs have quite some info on preparing for mobile, what works and what not.

hasty lantern
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oh ok i'll read that ig @fierce tulip

vital jackal
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is there a way to just get rid of these 'errors' everytime I load my project? it's nothing much but it's just annoying

drowsy snow
vital jackal
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will give it a go, appreciate it

drowsy snow
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It's pretty much an asset expecting to use another asset that it has reference on, but it can't find said asset.

summer scaffold
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hey is it a correct place to ask for some guidance and advice related to Landscape material in UE4 ?

versed lion
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Any idea why is the lamp on the left is marked with a 'X'?

drowsy snow
wary wave
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can never have too much static / stationary lighting

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you can however, have too many of those lights casting shadows

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you have a maximum of four overlapping light sources, that are both static or stationary, and cast shadows

versed lion
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Thank you for the quick response, I will look into it

drowsy snow
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Is there any convention in writing GameplayTags names? I'm kinda confused to make one that's manageable later on.

grim beacon
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What is the console command to show gpu/cpu bound performance?

grim beacon
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@drowsy snow that's it thank you

drowsy snow
grim beacon
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That's pretty cool, thank you

charred kraken
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Help UE is bullying my PC

civic cobalt
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delete system 32

drowsy snow
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Derived Data Cached (which are mostly shaders already compiled) goes to C:\ drive by default, and it should kept that way. You should configure the rest of your UE stuff somewhere else.

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Around 20 GB, in my experience.

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rough total.

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I don't think it'll have much difference in speed, because you're dealing with the project files more.

frozen pond
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shadow questions: i got huge fps lost on actor that have multiple elements - multi element shadow, but after i set it to static shadow it won't cast anything, only dynamic one, any solution ?

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  • i have some werid ui bugs my controlls like combo boxes becomes transulcent, when i'm trying to scren shot them they are normal lol
brave mesa
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can someone explain me the difference between migrate from one project to another and, just copying the uasset files to the other project via explorer?

radiant sun
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That feeling when you whack your head off a wall trying to sort compiler errors

radiant sun
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It takes as much space as the assets do, that's all I know

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To cut down on space just delete stuff you don't use

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And use common tricks such as texturing the same objects to look different

neat shale
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hey you guys know that city park collection map

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thats optimized terribly

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i found one of the tree meshes was over 400,000 triangles

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what the heck

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actually no

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what the hell

plush yew
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how do i attach this thing to the player's hands?

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where can i find them?

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oh, thank you!

neat shale
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yea im lowering all the lods in the meshes rn

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my crappy gpu can only get 9 fps when looking at the map from a distance

timid frost
neat shale
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i need a cull distance volume for that correct

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ive never used one so i might need help setting it up

plush yew
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how do i change the position of the hands?

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in what object? (this is the deafult fp)

neat shale
plush yew
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where's the animation sequence is?

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i'll google it, ty

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how do i change this to be other color?

vocal sorrel
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Hey everyone. How would I make a boat move through a water source i created? When I go to keyframe the boat it no longer floats and reacts to the water properly

brazen stag
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Hi peeps, so quick question. I have 8 identically laid out maps (planets with rings but each is a little different) and I want to use the "take high resolution screenshot" tool to get some cool images. How do I ensure that the viewport camera is always in the same position so that each image is laid out the same?

brazen stag
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Never mind, i just figured it out. I can use the drop down on the view menu (top left of the view port) and use a placed camera. I'll just copy paste that camera into each scene... For anyone interested... Don't mind me just talking to myself, lol

mild phoenix
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Who know why this arrow isnt moving?

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Its muzzle flash arrow

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from advanced inventory and weapon system

plush yew
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how do i change that

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to that?

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i dont have an option

grim ore
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the arms are a skeletal mesh, what is the knife?

mild phoenix
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make sure its skeletal

turbid plover
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you ever figure it out? im also getting RVT flickering

radiant sun
plush yew
grim ore
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mouse over the knife, what does it say at the top of the tooltip

plush yew
grim ore
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that would be why, its an animation sequence. not the actual skeletal mesh

plush yew
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oh, can i change it?

grim ore
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change which one? you just need to find the skeletal mesh for that knife and use it

plush yew
plush yew
grim ore
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if you change the mesh, you need to change the animation it is using its another slot in there

grim ore
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it should be right above or below it, the animation setup

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there are tutorials on the learn page, or in the docs that cover how the animation system works

turbid plover
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increasing the border padding on the rvt asset fixed it

mild phoenix
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Who know why this arrow isnt moving?

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Its muzzle flash arrow

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from advanced inventory and weapon system

grim ore
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what happens when you try and move it?

mild phoenix
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its not moving

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staying in its location

grim ore
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is there any code in the construction script?

mild phoenix
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yes

grim ore
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maybe that code is stopping it?

prime willow
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if i turn my actor mesh into a blueprint

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can i still use them in something like third person bp

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so the mesh blueprint has their own values and the third person bp puts more of the base stuff unto such mesh blueprint

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o-o

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like a jank version of laying

grim ore
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technically you can have child actors in blueprints

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if thats good or not, I have heard there could be issues but I never ran into any. I used them for examples as weapons for a player, the weapon was it's own BP with it's own stuff

prime willow
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i know last we spoke you said setting up parent to child bp's would be good for making certain mesh based races have their unique systems

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but i feel like so correct me if im working

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putting those differences in the blueprint with the mesh actor would be better or smoother

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so each races mesh has their own blueprint and i can cram the stuff in there maybe?

grim ore
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sure, if its nothing special you could also make a component that handles that info , like a race component or something

prime willow
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o.o

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oh

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smoothe

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very smoothe mathew

grim ore
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like people make "health component" that they use to handle health on stuff

prime willow
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wait

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what if i made HP for example

grim ore
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actually inventory component seems to be common as well from what I have seen

prime willow
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its own blueprint

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and i added a compnent for each races HP differences >_>

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in the hp blueprint lol would that work

grim ore
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it could. like ok so for the inventory for example its a complete component that handles health. If something needs to have health and handle stuff that deals with health (damage, etc.) you just add the component

prime willow
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o.o

grim ore
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whenever you want to "damage" something you check for the component and let it handle stuff

prime willow
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ah

grim ore
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so this then lets you just add health to stuff, say adding a health component to a box now can make it destructible

prime willow
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yeah i definitelly want to have destructible systesm for my game

grim ore
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and I started this with inventory and it went to health lol.... brain not working. for inventory you could basically give stuff inventory just by adding the component

prime willow
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and i plan to share the systems i have for destruction for free <:

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oh

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i see

grim ore
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so say you had 10 shelves in a room, one could have an inventory component and now its lootable and stuff

candid steppe
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Where do y'all find sounds for your games?

prime willow
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marketplaces on the internet

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make your own

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download freeware

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or royalty based ones as well

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you have options if youre creative

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@candid steppe ^

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@grim ore wait

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so lets say i have a room full of items

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under inventory

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i can slap HP onn each one of them via this compnenet set up

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for example 6 different types of boxes

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could i slap that inventory component onto it and all boxes become lootable

grim ore
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in theory? i've never done it that way but if you set it up then yes

prime willow
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and can you attach different animations as well via the animation notify? o.o

grim ore
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dont see why not, like the animation could be tied to the actor itself and the damage or destruction just tells it to play it

prime willow
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i see

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and i can use any level of blueprint for the compnent right?

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like master class character etc

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and setup the child or parent that way right

grim ore
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no, its an actual class

prime willow
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ah

grim ore
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when you create a blueprint look at the bottom 2 options

prime willow
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o.o

grim ore
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just kinda depends on if its a data component or something that has a scene root

prime willow
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i see

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o.o

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everytime i look into unreal engine

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i realize how much more i love it

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and how much fun it is compared to most games atm ;O;

grim ore
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yep inventory seems to be a common one that I see people doing, I just am lazy and do it the lazy way but thats because its lazy and I dont plan on expanding it (always just for prototypes)

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using components seems to be the right way to make things extendable

bleak copper
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Btw: Is there a way to prevent Unreal Engine 4.25 from loading the Epic Games Store in Firefox every time you turn on the engine?

prime willow
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i see

bleak copper
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That's really really annoying.

prime willow
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ok matheww i will bother you 1 last time with this :3333

grim ore
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well I mean here is the key, when you are in a blueprint all the "stuff" in it (meshes, sounds, etc,) are components. thats the way they work

prime willow
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these all the setup i have for multiple races in my game

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i want to create a system where the player can mess around with morphs and all of that stuff to make their own character have their settings saved and used everytime they play their character

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like your standard mmo or rpg game with creation systems

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so would making the meshes a blueprint be wise for that :3

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or leave them as actors

grim ore
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well actors are blueprints...

prime willow
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i mean meshes

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oops

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lol

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sorry sorry

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the purple bared version in case im using the wrong words x-x

grim ore
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honestly I dont know. The only modular system I used basically had every piece as pieces and you had ablueprint for the character and just set each SKM on the blueprint for the character

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so blueprint character made up of 10 components, and you set each mesh component

prime willow
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well the characters have a crud ton of morphs for all of the shapes and such

grim ore
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then I guess if you used morphs you then set them on each mesh

prime willow
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instead of being segmented into pieces for rebuilding

grim ore
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either one works, if you want them to be able to piece together then they have to be pieces otherwise one generic one they can morph

prime willow
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so blueprint the meshes and possibly setup some sort of morph saving system i would presume o.o

grim ore
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@prime willowpretty much sounds correct. There is a docs page on making modular characters that might help

prime willow
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ah okie ill look into them ❤️

grim ore
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either way would probably work in the end to be honest, just how you want to do it

prime willow
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o.o

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oh ok ok

merry gazelle
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dumb question but I want to spawn building actos in a grid and fit them together, some are odd shapes (e.g. L, T, U, etc) so think Tetris. style blocks fitting together. I was wondering if there's a common word that would describe this type of sorting in a grid? At the moment my searches.

I suppose one way I could do this is to linetrace lots of times randomly trying actors until all the spaces fill, however this would be extremely inefficient

maiden sundial
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Uhm, how should someone translate the Max Walk Speed of a Character into meters per second ?

worn granite
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uu being unreal units

bleak copper
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Uh... m/s is 100 uu/s

worn granite
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Default is set at 1 cm iirc

bleak copper
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(Assuming your game uses default scaling)

maiden sundial
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So would that mean if the Max Walk Speed is 100 it's already 1 m/s ?

bleak copper
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If you don't do any weird scaling, then yes.

maiden sundial
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Alrighty, thanks ^^

worn granite
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that's why gravity is -980 on the Z axis

burnt hull
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anyone have any idea why the orthographic camera would not show a static mesh?

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i have some static meshes that show, others that dont

fluid lance
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Asked yesterday, gonna try again: is there any way of exporting a variable from unreal? I'd need a simple bool to flag users that have finished the game on a moodle platform.

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@burnt hullcamera too low and clips into them?

grim ore
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what is the moodle platform? does it have an api you can use

runic fern
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Why Download image failed to download when i package the game but in editor downloading normally

fluid lance
#

@grim oreWe didn't make it yet, but I could check and we could just buy it/add the required/recommended api. There's a question on their forums on this particular topic - no answer.

burnt hull
#

it seems to not display meshes when they are too far from the world origin. is there any way around this? that's a pretty weird limitation

#

53k units on the X axis and orthographic camera cant show the mesh

grim ore
#

well usually you would use an API and make like a REST call and do whatever you want, ue4 has that built in using C++ or you can use like the vaREST plugin

fluid lance
#

@grim oreNo bp solution I take it? 😛 the project is bp-only so far, I could try and learn a few cpp lines just for this I guess.

grim ore
#

vaREST plugin

fluid lance
#

@grim oreThanks, found it, will get to work reading on it, see what I can do! And btw, can we credit you in the "special thanks" section of our game credits? You may not know it, but you've helped quite a lot while I was developing with some pretty important things I found no solution for anywhere else - like the guids & this one for instance.

grim ore
#

i mean you can do whatever you want lol 🙂

fluid lance
#

oh lol wtf, it's even free... 🤦‍♂️

grim ore
#

yep thats why I suggested it

#

and I know it works well once you learn it, if just send a simple API call it shouldnt take long to pick it up

fluid lance
#

now I need to read up on what "rest" actually means. The "spreading" never ends when indie deving 😐

grim ore
#

nah, just need to know its the way stuff is sent and received from web services for the most part

fluid lance
#

😒 I swear I should have known moodle will somehow **uck up with their weird "requirements"
"All functions should be named as

{fullcomponent}_{methodname} - example: core_user_get_user_preferences"

#

That is from their website...

raven tendon
#

Can someone kindly share the ue4editor.exe for 4.26.1? I seem to have corrupted mine

#

no option to verify

#

maybe cause it needs to update to .26.2

#

its just the exe thats messed up. Fixed it for another version

#

idk how but running the uproject standalone from cmd led to this

spare dawn
#

Hi all 👋 a rookie here, and im kinda looking for a community to help me learn better 🙂 first question is: do youtube tutorials still work for ue5 as with ue4? or are the mechanics of the two engines so different that they dont overlap? and 2# what am i doing wrong with megascan assets making them look like shit when importing them into UE?`for instance i took a landscape mat. from megascans but first im having issues with the tiling of the material and second it look hella aweful. any pointers?

#

did a one year game dev course using ue4, but i kinda forgot most 😫

fluid lance
#

@plush yewI checked them out, they're nice, MathewW's one is straight to the point, clear and simple - as always. Basic concepts and first steps, great for rookies if u ask me.

spare dawn
#

thanks. any suggested learning material for starting out? know the "basics" like i can make a landscape, and i can shape it using sculpting tools but i forgot how to paint different textures, and i dont know anything about lighting even though i love to learn it.

fluid lance
#

@spare dawnIf u'r shaping it using "sculpting tools" - I don't mean to sound nasty, but you don't really know how to use a landscape 😛

spare dawn
#

well i do know how to import height maps, that iv made using terrasculpt or world machine or any other landscape 3rd party tool

#

thanks

fluid lance
#

From my experience they're useful more for makeup and such, not the main shaping/modeling of the terrain for too many reasons to list here, but I'm guessing you know what I mean.

prime willow
#

anyone here atm that knows their way around the groom systems?

vocal sorrel
#

Hey guys how do I keyframe the movements of my mesh when I hit simulate?

fluid lance
#

yea, played with it some, I still prefere to use height textures as alphas for mountains/pits/etc, or whole landscapes. I'm just using terresculptor, works like a charm 😛

vocal sorrel
#

okay thanks! @fluid lance

fluid lance
#

@plush yewwell, terresculptor is free 😄

#

hm...i'll check that out too 😄

#

the worldkit

#

I'll check it out 😄 good info 🙂

prime willow
#

nvm fixed it

#

no more groom with stretch

vagrant hornet
#

how would i make a world border like fortnite

fluid lance
#

@grim oreThank you very much! As always, you provided a solution 😄 it works, I can push vars out of UE4 no problem. However, on moodle's side is a whole new story, so I'll just search for someone else to integrate that into our future platform. Thanks! 🙂

solemn vortex
#

Hello I am a graphic designer of 2D games And I do the best work with the best quality and the lowest price

merry gazelle
fluid lance
#

coughs if something sounds too good to be true, it's not.

#

except for lumen/nanite ofc 😄

late stag
#

when i use unreal i keep getting this d3d error and its only in unreal it doesnt happen right away but it happens so often i cant do anything

#

it gives my the device removed error

#

i didnt see any

#

and everytime it happens my screen goes black then shows it

#

in command prompt?

late stag
#

to add on when i tryed to reinstall driver through geforce expirence my pc crashed and said cpu unhandled exception

clever marsh
#

yo so when I click start on my main menu, none of the AI I have are functional or chase after you or anything. Any solutions? My entire game is depending on it lol

late stag
#

yea it started happening after i installed the new driver

#

how would i do that?

#

so the one i have is 466.62 imma get the one before

#

ok

#

ok i backstepped to my friends version that works

#

so im testing now

rich kayak
#

Hey guys, yesterday I was working on my project (its a mobile project) then I wanted to use a spotlight as lantern. But had to turn option to make this possible on project settings.
The engine asked me to restart the engine and now the project dont open anymore. Stuck on 75%. Anyone with a solution to open the same project and fix that?

#

Its an empty level and during 10 hours.

#

Or it is compiling the whole project content?

drowsy snow
rich kayak
#

Oh, I see.

neat shale
#

so uh im trying to use cull distances in this map still but like

#

it wont work with the trees

rich kayak
#

It is not

#

I will wait longer but, the usage of cpu is 0% and no stuff using or saying compile like usual or the swarm agent

#

I did opened the visual studio, theres no log there. Should be right?

#

will try the dbgview.exe

#

Where it is located?

#

Yes, I did that.

#

The last thing he says is the build complete running the engine, none more

#

let me print it here 1s

late stag
#

i stepped back and now it works

rich kayak
#

I use Raider, its all on same location, but I am opening the vs

late stag
#

yes

#

now everything works perfect

#

smh nvidia

#

you guys want to see a sneak peak on my racing game 😉

rich kayak
#

Nothing.

#

hm, no changes.

#

but now the screen with the % is not working

#

But if I continue I can see the window again, lol.

#

Everything I was programming was working, just changed the light. Weird.

prime willow
#

I return!

rich kayak
#

Looks like the editor cant find a animation I had on folder is failing to load

#

and not finding my character skeletal -.-

#

maybe that the issue?

spare dawn
#

why is that every material or asset i bring from quixel megascans look like "shit" compared to others imports i see on Youtube?

rich kayak
#

Since I cant open my project for migration, I will copy stuff and throw on another project. Hope to not lost my stuff

#

I did

#

from the start to be honest not even the previous

#

I tried this too

#

deleted all rebuildable folders and nope

#

the config folder was the one I have changed, deleted everything there got the stuff from my sc and nothing too

rich kayak
#

I have copy the stuff to other project, its working fine there, same config I wanted

#

Will just need to change the project name on all cpp and .h files, but thanks for trying

digital onyx
#

What is the editor doing when it is"preparing textures" (opening the medieval village for the first time, and it is taking ages)

quiet token
modest trench
#

might be the preview mesh

digital onyx
#

Interesting, thanks. Does it write this to disk somehwere? My project folder and derived data caches weren't obviously growing. Or does it just edit the textures in place?

late stag
#

ok thx

#

I've been working on it for a week and a half

celest trout
#

Hey, I am wondering how I can get the A.I. to walk forward instead of going to random locations in the NavMesh?

plush yew
#

Guys I need help

#

Why when I

#

Click on a sub menu such as build options menu

#

It does not drop down the Menu

lavish garden
#

hello. i would like to learn to simulate a basic galactic field in unreal. how would i start? where would i start to learn to do that?

#

i've seen some tutorials on making planets, but nothing on how to make the galaxy around said planet. 8D

celest trout
lavish garden
#

i was wondering if starting in niagra might be better, but i didn't know if it would translate into game objects (if that makes sense)..

celest trout
#

Yeah, I am not sure. I think you can try to learn about both of the things.

weak echo
#

Is there a way to stop the editor from flickering? I have a RTX 3090 with the latest drivers installed

uneven hemlock
#

i have a box that detects overlapping actors of class bike base. Bike base is a pawn but it returns actor

#

how would i change the output to a pawn

#

isntead

#

this is why i need it

prime willow
#

@drowsy snow ; O;

drowsy snow
prime willow
#

i cant seem to fix this

#

also hiiii

#

my third person actor

#

it spawns another set in gold when i press play

#

but it doesnt exist when i do normal editor stuff..

#

if i delete my third person bp it fixes it but now he doesnt exist on the map

drowsy snow
prime willow
#

auto process? o.o

drowsy snow
prime willow
#

auto possess? o.o

uneven hemlock
#

why wont this work

#

it already knows that bike base is a pawn

#

so why is it saying its an actor

drowsy snow
prime willow
#

ooo

#

Lemme check :3

uneven hemlock
drowsy snow
uneven hemlock
#

how would that work?

drowsy snow
prime willow
#

ok i changed it to fit your settings :3

uneven hemlock
#

O wait i did it

#

it works

#

im now in the bike

drowsy snow
prime willow
#

its fixed

#

;D

#

no more extra ones

#

thanksiesssss

drowsy snow
#

No probsies. :3

prime willow
#

nearly done with the creator systemmmm

#

so close

#

i can almost taste the combat system D:

drowsy snow
#

Come on, I already working on the combat system xD

prime willow
#

my creator system has too many piecessssss

#

;O;

#

still need to put all of the pieces in a salad bowl see how that goes

#

oh

drowsy snow
prime willow
#

yeah about that

#

Matheww said id need a saving sort of system

#

for the morph changes made

wise tide
#

how can i get map size thats universal

prime willow
#

wouldnt that mean id need a save game system if i wanted to save the character creation changes between playing and closing the game o.o

#

@drowsy snow ^

drowsy snow
prime willow
#

so i need a save game data system

#

and i need to store the values changed via character creation to the game instance before its moved into save game data?

drowsy snow
prime willow
#

is this safe for a multiplayer game?

#

Well actually i do want locale saves lol

drowsy snow
#

Game Instance doesn't affect other clients, so it's pretty safe.

prime willow
#

since i want offline and online play xD

#

ah okie okie

#

do i set up the same stored values into any game istance for the game

#

via boolean or such?

drowsy snow
prime willow
#

aah

#

thats really smart

#

ok im going save this for reference

drowsy snow
prime willow
#

yush

#

i have a very very long wall

#

that i post conversations and stuff from around the net on

#

:3333

celest trout
#

Is anybody, currently, free, at the moment?

I wanted to discuss what I would need to improve in the gameplay part of my project, and I felt that it was not necessary to ask in the Un-paid Gigs channel.

If anybody is, feel free to Direct Message, me.

prime willow
#

its easier than asking over and over lol

late stag
#

All of the physics we made

drowsy snow
#

Speaking of physics, I wonder if Bullet is worthy replacing PhysX in UE4 🤔

north finch
#

@buoyant granite hey if its ok if i can live stream ?

drowsy snow
prime willow
#

he presses something and it makes a bludge on the lines D:

drowsy snow
prime willow
#

o.o

#

okie good good

pastel ginkgo
#

Why do we have to enable smoothing when exporting a fbx for unreal? What does does that even mean?

midnight ferry
#

@pastel ginkgo when exporting an fbx from what software?

wise tide
#

How can i get map size universally thanks

midnight ferry
#

@wise tide like the size of your map in world units?

wise tide
#

wanna make a universal map boundary

midnight ferry
#

Is your map generated dynamically or is it static?

wise tide
#

if i can get the map width and lengh i could stop actor from going outside using blueprints and could work on any map

#

they will all be static maps

midnight ferry
#

I'm sure you can get some kind of bounding calculation going but's likely going to be buggy. Have you tried just throwing a giant box in the scene as an invisible actor and checking against it's size as your bounds?

#

there is "getboundingbox" but you have to feed it an actor

#

hence the giant box suggestion

wise tide
#

can create blocking in map editor but if i have to do that for so many maps gonna require time all im making is a rts so its top down if ya feel

pure echo
#

has anyone ever locked themselves out of project using perforce? like unable to check-in/save things anymore?

midnight ferry
#

I have a similar top down game style and I'm locking the players camera to a specific bounds based on the scale of the grid they're working with. I wonder if you could set some presets for the RTS map editor like a 10x10 or 100x100

wise tide
#

yeah that makes sense

midnight ferry
#

@Negative locked out as in the files are checked out by you and you for whatever reason also cant revert them?

wise tide
#

though some maps are gonna be larger and smaller so unless on map load it also sets the size of that map as boundary

pure echo
#

@midnight ferry I got a new motherboard so it considers it a new PC and i didnt check things back in 😦

midnight ferry
#

oh shit I know that problem

#

uhhhh

#

I did that to myself haha

#

not in pv4 but

#

Motherboard swap and it got royally pissed at me because windows didnt like that

pure echo
#

lol yea

midnight ferry
#

If oyu cant get back tot he other mobo youre kinda in trouble I think

#

I might be able to ask our IT director but

pure echo
#

I can i guess just gotta move some parts back

midnight ferry
#

I'm not sure

#

I hate that motherboard pairing nonsense

#

its literal garbage

#

it took me like 3 days to convince microsoft I didnt steal their software and simply bricked a motherboard

pure echo
#

oof

midnight ferry
#

their tech support is just trash tier sometimes

#

.<

pure echo
#

yea i was just seeing if there was a quick way without changing out motherboards

midnight ferry
#

If youre not using logins like your microsoft account or whatever and its only tracking by motherboard I guess if you still have the files on disk you could jsut check them in as an update couldnt you?

pure echo
#

I was also hosting it off my old pc, so i cant use that perforce server anymore xd

midnight ferry
#

rip.

pure echo
#

the project seems perma locked into using that server too, i copied the files and hoped it wouldnt reconnect with that server but still wont let me change the settings of it

#

i just started using perforce like 3 weeks ago and still getting used to it so i was hoping there was a way to unsync the ue project with perforce

midnight ferry
#

can you like jerryrig the old mobo to some cardboard and plug it into stuff to turn it on ? lol

pure echo
#

lol yea i think i have to

pastel ginkgo
# midnight ferry <@684518119351386325> when exporting an fbx from what software?

I have a fbx and when I import it into unreal it says this. "No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing"

#

I can export it with smoothing enabled in blender. I just want to know what it's doing.

pure echo
#

i had that issue, i think it had something to do with the newer vrs of maya

#

i remember changing the export settings in maya to something else to get rid of that..

midnight ferry
#

I believe it has to do with vertex normals

#

If there is no vertex normal information stored in the model - UE4 has no idea what side is facing outward or inward

#

So in Houdini - exporting a mesh doesnt require smoothing groups but does require that you add vertex normals to the mesh so you can ignore the warning.

#

In Maya, I think export smoothing groups is on by default? I dont use it enough to remember though

#

I'm guessing blender is the same

dusk nebula
#

my right click in blueprints now zooms instead of moving. what did I accidentally press?

#

actually I tabbed back in and it seems fine so idk

neon bough
#

sometimes it acts like alt key is pressed, so tabbing around helps usually

midnight ferry
#

the good 'ol roll face on keyboard technique

wise tide
#

how i go about receiving information from interface? i have made one and set the information but from another blueprint how do i gather that

midnight ferry
#

you mean widgets?

drowsy snow
sharp crest
#

feeling so op every time I use the filters syntax

drowsy snow
sharp crest
drowsy snow
#

I'd rather doing the modifications myself than going for Dark Nodes.

wise tide
#

says i need a input

#

trying to send an array from gamestate BP to pawncontrolla BP

prime willow
#

@drowsy snow whats thhe difference between an animation and a root animation of the same animation o.o

worn copper
#

Can Anyone Help me with Character Creator I can't Buy it

prime willow
#

i have back root than back normal

#

same with lefgt and right ones

#

in a 10 way movement pack

drowsy snow
prime willow
#

walk cycle to affect actor transform

#

new term for me x3

drowsy snow
#

Root motions for walk animations are more used for cartoony, exaggerated walk cycle.
Though root motions also common for rolling or dodging animation.

prime willow
#

so if i wanted a blend space for walking

#

use normals

#

if i want that action game dash root

#

and or cartoon movements

drowsy snow
#

Oh right, it's actually Root Motion, not Root Animations.

prime willow
#

yesh that

drowsy snow
prime willow
#

ah

#

Yay me!

restive eagle
worn copper
restive eagle
#

ohh, so what kind of help you need. i dont really understand

drowsy snow
restive eagle
#

yeah get me one too then 😄

drowsy snow
#

Honestly I'd rather have MetaHuman Creator.

worn copper
worn copper
drowsy snow
worn copper
#

DCC software?

drowsy snow
#

Blender, 3ds Max, Maya, ZBrush, etc.
Those are Digital Content Creation software.

worn copper
drowsy snow
#

You can't go lazy with it, otherwise you'll find yourself in internet drama.

prime willow
#

^

restive eagle
#

and asking someone to buy stuff doesnt look too good

worn copper
worn copper
restive eagle
#

for who then?

worn copper
#

If someone have already brought it for there use.

restive eagle
#

i'm pretty sure you can't share these kind of things

#

unless you work on the same project

#

atleast thats the rules for epic marketplace

worn copper
#

I think I Should go with fuse & mixamo

drowsy snow
#

Or you can hire somebody else to make contribution - that's also an option.

#

Fuse/Mixamo won't play well with UE4 standard skelmesh stuff, though. You have been warned.

#

Adobe ditched both software into limbo anyway.

restive eagle
#

most of the options for this kind of stuff will probably require to put in some extra work with softwares like maya/blender

#

unless you get something straight from the ue4 marketplace

#

which is always unreal compatible

worn copper
#

Okay so I can export 15 Characters outof Reallusion Character Creator Free Trial That can be better option for Start atleast

restive eagle
#

you should make sure if you can use these assets for commercial use, if you are planning to sell your game

drowsy snow
#

Generally Trial versions don't allow for commercial use.

restive eagle
#

we know that developing a game is really time consuming and challenging, instead of looking for shortcuts you should consider a long term solution. either finding someone to work with or start learning it yourself

prime willow
#

^

restive eagle
#

you can always try posting in #volunteer-projects , maybe there is someone who is still learning and would like to contribute for their portfolio

worn copper
restive eagle
#

then i would recommend making 1 model with bunch of morphs that you could create a lot of variations out of it. sure it will take time, but will save tons in the future

#

in any way you either pay with money or your time, both are very valuable

runic fern
#

Hi guys .. Download Image node not working after package .. it fails

#

Why

strong slate
#

Hello people! What’re some of the best learning resources for UE out there? I’ve picked up some udemy classes during a recent sale but I’m wondering what else is out there

drowsy snow
#

Instead of losing money from Udemy, take the official Unreal Online Learning courses instead, which is absolutely free.

plush yew
#

im making an open source garrysmod clone and im making it open source roality free and completely free to play so it can be quickly expanded and improved upon. I would like someone interested in working with characters and world design, from simple concept to actual implementation. If interested please feel free to dm me and ask any questions. Didnt post this in jobs channel because this isnt a job, just looking to collab with people who are passionate about sandbox games

plush yew
#

close but not really a gig

drowsy snow
#

It's still a gig offer, in the end.

plush yew
#

we disagree on what kind of activity it is, your opinion dude lol

#

feel free to it no bother in trying to argue lol

drowsy snow
weary basalt
#

Are people being paid for their work?

plush yew
#

lmao

snow crown
#

i am porting a different source mod to UE, and if I were recruiting, it would go in #volunteer-projects

plush yew
#

its also for the discussion of

#

thats why i put it in general lol for people not interested in collaborating

#

either way why bother trying to argue where it belongs? silly when its in a general discussion

drowsy snow
tribal oak
#

Small question: If you add widgets inside a parent widget at runtime, will this increase the number of draw calls?

inland flicker
strong slate
#

I’ll definitely take a closer look at that! I thought I had browsed through it already and it seemed to me there was a lack of ... depth? I guess but I’ll give it another go there

strong slate
inland flicker
#

The free stuff is a bit less focused but if you know what to rifle through and what you're generally trying to learn on a case by case basis you'll be fine

#

I strongly recommend having someone walk you through source control before you get too involved, though. I personally am considering ditching gamedev entirely due to it

strong slate
strong slate
inland flicker
#

I mean the notion of what it is and how to use it between team members.

#

It is total garbage but apparently necessary for collaboration according to some. Just my opinion, it would make a suicidal person pull the trigger with no leftover doubts. 🤷 depends on if you're wanting to go at this solo or not I guess

merry bison
#

After using UE for a month I've gotten to the point that I realize I lack understanding of how to communicate between Game Modes, Levels, BP's, BP Widgets etc. I need to have a communication between these, access their functions, variables and so on. Are there docs, tutorials, courses that touches the subject specifically?

barren pasture
#

Hi, is there a way to enable hidden shadows for groom components in ue?

woven elk
#

Question: After I import the geo(fbx/obj) or texture into unreal. If I update the those do I need to reimport them into unreal? If not then do I need to put those fbx and texture files in the unreal project folder?

#

I m thinking about the folder stucture of unreal project with my maya project

merry bison
snow crown
#

licensing

#

this is why it's so important to have agreements

merry bison
#

I see.

steady bramble
#

How can I handle blocking the camera in VR? Is there any good way to do it?

upbeat tendon
#

i am experimenting with landscape material layers, i used a no weight blend and the results seem pretty good, i don't really understand the difference between no weight-blend and weighted

young mirage
#

Hi , I often see property categories from different component showing up into other compoent's properties in the blueprint editor, anyone else experienced that before?

#

like some of health stuff from health component would show up even if I click on the charactermovement component in the BP in the editor

gilded lichen
#

How would I make a selection box? similar to the windows 10 selection box. I would like it detect blueprints underneath it. Could I just do this in a widget? as that is what I'll like.I saw this video: https://youtu.be/67N5O2BhZ_M, but whereas he has it in the world, I would like it on the UI

A friend told me he had a brain teaser for me, so I had a go at creating an RTS style unit selection box.

Using collision extents and a transparent green graphics box (and some underlying pawn movement array in a custom controller class) I created this neat little system.

Started at around 5pm finished around 8pm.

Good practice!

Music:
https...

▶ Play video
plush yew
#

how do you export just the body from a skeleton mesh then reimport just the body

#

the mesh is the skeletal arms, but how do i change the animation of the mesh? (i already have one in my files)

#

i want this animation

#

ping on help please

willow perch
#

^^

drowsy snow
plush yew
#

i exported as fbx, but upon reimport the materials get all messed up

#

i selected the mesh then the rig before exporting in blender

#

so i dunno why this would happen

drowsy snow
plush yew
#

i ended up just using tessilation lol

plush yew
sharp crest
#

Can someone edit some texture mapping for me please? I want some parts of the model to stretch the texture more. It's just for small parts of 4 small models pls. DM me pls @sharp crest. I will pay $5
(this should be done in an external program like Blender or whatever, not UE4)

granite spire
#

@sharp crest Ask in paid gigs

#

@plush yew What do you mean by this?

sharp crest
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yea Ig. was too lazy to post there lol

granite spire
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@plush yewTessellation is expensive, use with caution

plush yew
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and i want to set that to the character

granite spire
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well you have to rightclick and goto target or retaget

plush yew
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right click on what?

granite spire
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are you talking about an animation blueprint?

plush yew
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yes

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i have a mesh

granite spire
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alright then this is what you want

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I recommend looking up a re-targeting video from youtube

plush yew
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thank you

granite spire
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no worries

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@gilded lichen You have a few different options, the 2D selection and 3D selection, 3D selection is kind of cool, I couldn't really get it feeling the way I wanted though because of hills and what not

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@sharp crest Why don't you use UV coords and stretch them in UE4?

sharp crest
granite spire
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mmm cause editing UV maps if I remember rightly, is a nightmare because texture stretching

granite spire
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Alright bois and girls, gonna make the birds poop

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wonder if I made this multiplayer, have 1 person as the farmer, but then other players to eat his crops thrashedoge

real gust
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hi everybody, guys i have weird thing in UE4
i just updated from 4.26.0 to 4.26.2 and... 5 minutes later my PC started to make strange noise.. i opened task manager and... GPU on 75 degrees lol? Just in standalone game?

When on 4.26.0 it was maximum 48-49 degrees?
Who can help with that, didn't find any info on net...

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already tried, zero effect...

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but lol, on previous version of game engine * temperature was much lower, thats the point

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will try it right now, thanks

willow perch
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could also be a driver issue

plush yew
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removing tesselation is by far the dumbest decision made with ue5, you cannot use nanite on skeletal meshes which means none of your characters can have nanite. The worst part is there is no workaround, absolutely 0 ways to smooth the mesh of an actor in ue5 currently

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hope they fix this soon, i consider it a bug if anything

wispy oriole
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Anyone experienced this with the landmass material only brush, whereby no settings alter it's appearance. I've had it a few times and can't repo/fix it

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well they will provide a solution

plush yew
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is there a way to reimport asset material without materials and bones just the body mesh

real gust
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mine is 3070... 😄

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i just not into what happens on high temperatures and have some worries about other components of the pc ehh

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okay, got it, thanks :DDD

urban salmon
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Is unreal engine 4 2.5d?

plush yew
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but does it support 1d?

urban salmon
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somone said that on the gzdoom server and oh

plush yew
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xD

urban salmon
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I got banned from zdoom server idk why that happened

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unreal engine 4 supports both 2d and 3d games

nocturne bough
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Can we use VariantManager in games?
I always see it in use with Automotive projects, it looks useful for games too.

upbeat tendon
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i am probably going to get laughed at for this question, but should i be using dx12 rather than dx11 these days? (honestly i don't know what dx12 gives me over 11)

wet brook
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if you don't use any of it's features, instability mostly

drowsy snow
wet brook
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epic doesn't really leverage Dx12 much expect for RT

upbeat tendon
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dx12 is unstable?

drowsy snow
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DX12 is more prone to crashes than DX11.

upbeat tendon
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not sure what more stable means

wet brook
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it's not that unstable but it's less stable than dx11

upbeat tendon
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huh

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dx12 has been out years and it is known to crash, damn

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i thought maybe it was the reason i am getting weird flickering when trying to use RVT

drowsy snow
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From my experience, for example, some of my materials, for whatever reason, will instantly crash the engine in DX12, but not in DX11.

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RVT works fine in DX11, BTW

plush yew
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why does unreal engine 5 have no smoothing options for character meshes, the difference between ue4 and ue5 is making my game look like a ps2 game lol

strong slate
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It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.

Read the article version: http://awforsythe.com/unreal/blueprints_vs_cpp/

00:00 - Introduction...

▶ Play video
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This was good to watch too

ashen frost
willow perch
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Anyone encountered this before? This is the dialog window to create a new blueprint

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It exceeds the width of my monitor

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welp, fixed by removing these three folders

plush yew
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there is too much layres to my material and couldnt redo the skin weights for physics for ue5, is there not a way to smooth meshes at all

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there has to be an option in ue5 to apply a smoothing modifier of somekind

versed lion
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So i have widget that will eventually host a server and let the client join, Now when ever the client loads the IP it loads the server and its showing this:

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This (seen below)

stuck linden
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What do u guys think is the easiest way to spawn a projectile that moves in the air as i move the camera

versed lion
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@stuck linden Like superhot kinda projectile?

stuck linden
versed lion
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Oh you meant something like this? sorta?

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And i thought you meant superhot projectile by the game super hot which moves the projectile as you move in the game

drowsy snow
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Superhot mechanics would be much simpler to implement, as it's manipulating the Global Time Dilation when velocity is >= 1.0

untold girder
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The projectile he's showing isn't superhot. For that ability in particular, the player can click to send one forward or hold to send one forward which will follow the mouse for a few seconds as well, changing directions as it goes, unaffected by player movement

stuck linden
tame shore
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Problem with player controlled AI Character.
I need that AI Player Character (which is controlled by transferring the location of mouse click to AI Move To) do not be able to rotate in his movement direction, while he sees the enemy.
For this I set disable Orient Rotation To Movement parameter in CharMovementComp when he see enemy, and enable when he lost him.

But, when I giving the order to move in opposite direction (more than PeripheralVisionHalfAngleDegrees value) AI Perception node Updated and set See Enemy variable to false, and along with this, Orient Rotation to Movement turn on, although he should still be able to see the enemy, since directional rotation is disabled.
I guess it's because AIPerception apply PeripheralVisionHalfAngleDegrees value relative to the movement direction, but not sure about it. In any cause, I don't know how to fix it, so I ask for help from more advanced developers.

untold girder
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I think you'd just listen to InputAxis Turn and LookUp, right?

tame shore
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When unit is moving - AIPerception directs it's vision borders in same direction as movement vector

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But when unit stops - AIPerception sets same rotation to vision borders as unit's capsule has.

stuck linden
untold girder
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That's a good one 👀

stuck linden
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yea i dont have a clue how to do this

supple viper
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Hi, I'm new to unreal and want to import a model and this part of the model need to be transparent with spec, roughness and normal maps but the only lighting modes that allow these maps to be used make that part white... Does anyone know how I can fix this?

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how it's supposed to look like:

stuck linden
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nvm it was the easiest thing ever

drowsy snow
supple viper
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Not yet, I'll do so right now

idle dragon
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Yo, how do I get the applied collision to better fit the mesh? Can I alter it manually?

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By better fit I mean make it thinner

plush yew
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Weird silly question

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If I can't retarget an animation without my animation breaking

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Will retargetting the blendspace with those animations still break?

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I retargetted the animabp with no issue it seemed o.o

idle dragon
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@plush yewThanks. Another question, is it possible to save the collision box as a seperate mesh?

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The problem I'm running into is when I set hidden on the static mesh, the collision remains

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Gotcha

prime willow
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if i want to setup a control rig setup

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should i make blendspaces and such via control rig

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or continue currently with normal blendspace stuff

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and slap on control rig o-o

idle dragon
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@plush yewThe problem is the scene component object ref isn't compatible with the collision BP

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Is there a workaround to this?

slender jolt
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Ok, this is maybe not the place to ask, but I have an idea for a system I was working on (I was busy with some other stuff so I stopped), and I just came back to it, and I just want to know how viable it is. Basically, you divide a normal map into invisible hexagonal chunks, and have creatures and enemies slowly algorithmically settle and fight for those zones. Each type of creature would be tied to a "nest" node, and outer hexagons not entirely surrounded by zones owned by said node would gain or lose territory based on things like the amount of higher and lower tiered creatures bordering them and their existing population

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They wouldn't have to actually fight for it, enemies would just have a "starve" chance that would cull them based on the amount of food they have available

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which would simplify things

midnight ferry
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@slender jolt https://www.youtube.com/watch?v=YNMkADpvO4w likely worth watching based on your post

Try Brilliant's Computational Biology course: https://www.brilliant.org/primer
Support Primer on Patreon: https://www.patreon.com/primerlearning
Check out 3Blue1Brown: https://www.youtube.com/c/3blue1brown

Books that inspired this video and have more information:

▶ Play video
slender jolt
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Oh I think I already watched this video, yea something similar to this

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but viable in an actual game

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Is it too many calculations?

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to be running in the background

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since it happens slowly I don't think it is

midnight ferry
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I'd say most anything is viable in terms of making it function

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just a limit of your resources and creativity on setting it up I guess

slender jolt
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There's a lot of little details that are hard to figure out, but I'm working on it

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basically I want the creatures to eventually find an "equilibrium", that could be affected by the player

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like killing too many wolves, or chopping too many trees

cinder iron
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Hello guys a friend of mine is color-blind and we are having a tricky time with the EQS system, is there any way we could change the visualisation colors of the debug balls?

slender jolt
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I think I know what you're talking about but these videos are all about real time simulation with entities, which is a lot more demanding and less defined

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for entities all you have to do is have them walk around, and do certain things based on a pattern of behaviour

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to actually control where enemies can and cannot spawn based on variables sourced from those same enemies

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sounds a lot more difficult

vagrant hornet
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is there a way to automatically make LODs

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or do you have to do everything yourself

neon bough
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rename them back to their original? or make symbolic links to them with their old name

idle dragon
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@plush yewYeah I tried the wall too but same problem, unfortunatley.

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Oh wait, got it.

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Cheers <3

prime willow
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so what do i do if my skeleton randomly cant be saved and when i restart the editor its completely fine ;-;

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i feel like this can cause issues down the line during packaging and development

obsidian nimbus
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do you have the editor open 2 times by any chance?

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just stop using the launcher

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its even better than fixing it 😛

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here be dragons

prime willow
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is it better to setup Ik bones via control rig for meshes with the practical same skeleton

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or do it via individual skeletons i have

versed burrow
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.

vagrant hornet
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is there a speed tree example library

onyx mango
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I cant compile a C++ module even though I pointed out the location (DatasmithSceneActor.h). Still says it cant find it?

split sun
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! stream

onyx mango
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so after adding it a new error show:
Error C1083 Cannot open include file: 'DatasmithSceneActor.generated.h': No such file or directory

split sun
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!stram

onyx mango
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Isnt this to be generated?

split sun
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!stream

old nimbus
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Yeah these vedios are nice

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Co-incidentally, I found out about these vedios earlier today only

onyx mango
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@plush yew ok where is this located?

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Hmmm something is generally wrong. Cant find #include "Kismet/GameplayStatics.h" either...

split sun
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!stream

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Guys Do You Know How To Shere My Screen ?

onyx mango
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@plush yew found it but I dont know what to add really. Datasmith is a plugin

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Anyway now its complaingn about the DatasmithSceneActor.generated.h

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I thought that was generated on the fly?

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Yeah googling UE issues this specific has taken the best of me. I spent too many hours on this already.

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Also have #include "Kismet/GameplayStatics.h" but it still complains about UGameplayStatistics

plush yew
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Hi

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I have a question

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So I use ue4 or ue5

worldly rose
prime willow
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or should that be waited upon for further developmental updates to unreal if youre in the early stages of game development

worldly rose
split sun
prime willow
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okie that seems to line up with everyone elses answers

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also i have a silly question if you dont mind

onyx mango
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thanks @plush yew I did add it. Still have the generated issue and UGameplayStatistics tho 😛

prime willow
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can you create a control rig that covers multiple skeleton rigs that use the same skeleton however each race/gender will have different animations

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even though the control rig is for each all 4 races and their gendered differences?

onyx mango
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@plush yew jesus christ...

prime willow
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;-;

onyx mango
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thanks @plush yew I think the module in build.cs and the typo was it

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now it started with the generated stuff again... lol what is going on with the build tools

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ah OK so that shows if you have other errors

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makes sense

prime willow
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How do i make it so the camera doesnt affect the third person actor's movement and or body rotation

rigid bridge
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does anyone know where to get animated and rigged guns

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for ue4

onyx mango
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Trying to GetAllActorsOfClass finding this: class ADatasmithSceneActor : public AActor but it says ADataSmithSceneActor is not a type name?

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So its an extension of AActor which works fine. Also works fine in BP. But I need to do this one thing in C++. What am I missing?

onyx mango
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I ended up referencing it through BP

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parts of UE makes me wonder

prime willow
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@plush yew can you have a control rig

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that is in charge of other control rigs

tired quest
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Hey ! Does someone knows why my character won't spawns where i want ?

prime willow
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its ok ;O;

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im trying to find out if you can stack control rigs

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where you have a control rig for the meshes

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and minor control rigs that are parented to the main control rig o-o

tired quest
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I spawn outside

neon grove
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why is procedural mesh component not producing overlaps?

hot anchor
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Good work? ^

merry bison
hot anchor
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Lmao one sec

rigid bridge
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lmao