#ue4-general
1 messages · Page 1011 of 1
im using an external program to change these things
Honestly my sarcastic fear is that newcomers will reflect on Dreamworld.
not sure if it works in latest versions or not, gave up long time ago on that
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”
🙏
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.
Or just team up with some who can make them,
It’s legit not hard to find someone who can
Yeah, and tell them to weight paint, rig and name them to suit your animations too hehe
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.
Popular games are so lazy these days tbh
By popular I mean the likes of Valorant
Sure some pretty nice mechanics, decent game, nice visuals. Nothing new though
Some wanted to make MMO as large as the entire Jakarta, but don't have the money and decency to do so.
i wouldnt call valorant lazy
have you seen their dev stream?
a lot of work went into that game
its called shootergame.exe tho
for competitive gameplay there's no room for mistakes
Valorant's optimisation is mindblowing tbh
Granted, they can run away with fully static lighting.
Bro people who optimize are the true unsung heroes of development
yup, their stream was a very interesting watch
Not to mention their netcode
they did struggle at first, but it seems fine now
I just wish that Riot would A, add a proper darn launcher. And B, make a game like Valorant only less like CS:GO 😅
Mine was ThirdPersonTemplate.exe before moving to 4.26, which is now Isekai.exe
i didnt play it cuz the ring 0
KVM gang rise up 
kvm?
a fellow weeb i see
Kernel Virtual Machine
ahh 😛
The codename is always been "Isekai", because of the anime style, and having other world/isekai concept :P
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 ;)
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)
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?
never heard of him
It kinda on topic, because I went my way modifying the engine to get deferred pass cel shading to work
have you seen "Sel's" work around here? @drowsy snow
Makes sense, he was an outlaw
maybe if you are from USA it's a more common knowledge
I've seen his work and forum post about his approach.
His approach is forward rendering only though, while I'm going for deferred rendering.
arent both those approaches meant for mobiles?
i don't work with any of that stuff, so just asking
oh deferred is the default one
Average phones can't take deferred rendering for now tho
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.
any ETA on that game?
I'm expecting around late 2023 date for it.
Though I'm currently completing the early showcase demo for it for this month.
Expect the info to be posted somewhere in #work-in-progress or #released or somewhere in the web.
kk, but i'm more of a fan like Mahour Arms. you can search for posts from softmode
really like his shaders
ahh but they are pretty old, he hasnt been here in a while
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 😂
I think you add GameName in one of the ini files. Can't remember exactly what's the parameter
Ah right, will give that a try
I just assumed it'd be with the build settings, like where you set the icon. Anyway ty ❤️
Definitely Google it first though. I forgot pretty much anything about the param and which ini file you should type it in.
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 😅
guys
is there a way to smooth normal for the mesh inside Unreal?
@plush yew you should use on landed event
and you can check if the velocity was high enough to apply the damage
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
#legacy-physics might know about applying buoyancy.
looking to do a point and click rpg, anyone have any tips on a channel to check out? (free preferred)
when i run my project the health bar shows 0%
Learn how to implement fall damage into your game with this quick and easy to follow tutorial.
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there are plenty of tutorials on youtube
just follow any of them
So do i need to cast to another camera when im making ads
Anyone know what kind of black magic is being used here to create an event dispatcher that works on User Widgets without having to subclass them from something else?
(The top part there)
https://cdn1.epicgames.com/ue/product/Screenshot/01-1920x1080-d8c6097e75a0ddced6a0a4276e5eed94.png?resize=1&w=1600
As opposed to having to get player controller > cast > bind to dispatcher or something similar
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? 🤔
hello, i need some help with finalising the story for a project, i dont know which channel can i go to talk about it
You can discuss it with folks over #lounge (myself included)
Though if it's for game jam, you can go over to #game-jam-chat instead
alright see you in #lounge
Answered my own question :) In case anyone else wondered:
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.
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
Sphere mask?
I mean in the world it self, its an Emitter
But the material applies the square shape for some reason
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?
Hello who can help?How can I do this, I want when I press,delay on released must each time reset timer?
Use Retriggerable Delay instead.
Oh thanks a lot)
I mean change the shape of that material because it sets the shape to the square by default in the emitter settings @drowsy snow
Particle emitter? You'd need to mask it in the material
I will try, thx
@wispy oriole Thanks it worked perfect!
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??
check the pinned messages on this channel
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...
Hey fellas, for some reason i cant change light intensity at runtime
simple node
Working on construction script
Oh wow thanks!
But not live
Disable VR at plugins section. All of them (mostly steam and oculus)
Is there a way that I can put the default FPS arms and gun on top of the default third person character?
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?
how do i permanently onn word-wrap in visual studio
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....
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
my question is, should I start with MP in mind, or I can just start by normally developing like any SP game?
Also I would like to have a mode to locally test where I can switch from player 1 to player 2
trying to find what could be the best practices of this
if you have any tutorial in mind that might cover some of this, I welcome it.
@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.
anyone know how to change the colour of the volumetric clouds in Ultra Dynamic Sky?
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
Mathew Wadstein here?
i think yess
he's always lurking
i was hoping i could ask if i could use code found in his tutorials for a commercial marketplace asset
you might have to contact him, or wait until he un-lurks
yeah, thats what ill do, thanks
but he is on this discord isnt he?
when was the last he was spotted? 😄
nvm im gonna email him
ue5 new ui is so sexy
but im kinda sceptical about nanite
what do you think? @fierce tulip ?
when i saw 200gb sample project first thing i thought was full game will be 1tb
Nope
but i have to say it looks really really god, the models (scans)
Packaged Ancient is 25gb
my opinion - still if you wanna make good game you gonna retopo scans at least
hmm
thats not 200gb
still pretty hefty
i dont know
ill have to see it in some game
how it performs
Thanks to the new Oodle.
Honestly Epic acquiring RAD and making Oodle free to use in UE is a godsend.
Eh, we still make few hand modelled stuff ;)
Judging by Valley of The Ancient proof of concept project, estimated around 75% size reduction.
good for you, soon its gonna be like miniatures in movies, lets hope not.
once we get the full workflow down, know do and donts, and optimize properly I dont think we'll see a massive increase in overall filesize.
i see
Which is scared me tbh
I want my games not to exceed 100 GB packaged.
wow thats wow! i want to try that for my game
oh man, weighty projects u got there
Oodle is also available in UE4.27
My projects' total file is currently 30 GB in size. Packaged is around 1 GB.
If you're in 4.27 or 5.0, yes.
Though for me, an extra work is required because I need to backport it to 4.26 😁
long way to 100gb
It's a C++ plugin, and available in 4.27, so I don't see how it can't.
Though it's difficult to backport 5.0 stuff to 4.x, because of new engine modules exclusive to 5.0
i see
I would expect my game to have 40 GB packaged size, with Oodle enabled.
Open world (6km x 6km) and audio assets.
I hard limit the textures to be 4K max though
It's still being made for PS4 gen hardware in mind.
i see, interesting
I know, not as big as others who wanted to reach 20km x 20km 🤭
But I prefer quality over quantity.
Also it's a single player only, so I only use replication stuff for replay system, not necessarily multiplayer.
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.
guys how hard would it be to make an android version of my game made in ue4?
have you tried packaging for android?
It would be hard, to say the least.
Especially if your stuff isn't prepped for lower end hardware in mind.
no, but don't I need to change anything in my game before doing so?
the unreal docs have quite some info on preparing for mobile, what works and what not.
you mean only using lower resolutions of my items or another things aswell?
oh ok i'll read that ig @fierce tulip
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
By fixing the invalid references or outright deleting the offending assets.
will give it a go, appreciate it
It's pretty much an asset expecting to use another asset that it has reference on, but it can't find said asset.
hey is it a correct place to ask for some guidance and advice related to Landscape material in UE4 ?
Any idea why is the lamp on the left is marked with a 'X'?
You have too much static/stationary lighting.
can never have too much static / stationary lighting
you can however, have too many of those lights casting shadows
you have a maximum of four overlapping light sources, that are both static or stationary, and cast shadows
Thank you for the quick response, I will look into it
Is there any convention in writing GameplayTags names? I'm kinda confused to make one that's manageable later on.
What is the console command to show gpu/cpu bound performance?
Stat UNIT?
@drowsy snow that's it thank you
Also Stat UnitGraph if you want to have graph of the frametime over time.
That's pretty cool, thank you
Help UE is bullying my PC
delete system 32
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.
Around 20 GB, in my experience.
rough total.
I don't think it'll have much difference in speed, because you're dealing with the project files more.
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 ?
- 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
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?
That feeling when you whack your head off a wall trying to sort compiler errors
It takes as much space as the assets do, that's all I know
To cut down on space just delete stuff you don't use
And use common tricks such as texturing the same objects to look different
hey you guys know that city park collection map
thats optimized terribly
i found one of the tree meshes was over 400,000 triangles
what the heck
actually no
what the hell
how do i attach this thing to the player's hands?
where can i find them?
oh, thank you!
yea im lowering all the lods in the meshes rn
my crappy gpu can only get 9 fps when looking at the map from a distance
use cull distance
i need a cull distance volume for that correct
ive never used one so i might need help setting it up
got a problem. When i use it all the trees dissapear. any idea why? is it a foliage thing?
where's the animation sequence is?
i'll google it, ty
how do i change this to be other color?
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
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?
?
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
Who know why this arrow isnt moving?
Its muzzle flash arrow
from advanced inventory and weapon system
the arms are a skeletal mesh, what is the knife?
make sure its skeletal
you ever figure it out? im also getting RVT flickering
idk where else to put this, but if you are having packaging issues check this link out, it saved me so much frustration... Admittedly I did have to redo project settings and some collision presets, but that's no biggie. https://answers.unrealengine.com/questions/350501/packagingresultserror-error-unknown-cook-failure-2.html
idk how is that called
mouse over the knife, what does it say at the top of the tooltip
that would be why, its an animation sequence. not the actual skeletal mesh
oh, can i change it?
change which one? you just need to find the skeletal mesh for that knife and use it
WAIT YOU ARE THE GUY WITH THE HTF/WTF VIDEOS
oh, thank you
here is the mesh, but it is not designed like the animation
if you change the mesh, you need to change the animation it is using its another slot in there
oh, ill try to find it
it should be right above or below it, the animation setup
there are tutorials on the learn page, or in the docs that cover how the animation system works
increasing the border padding on the rvt asset fixed it
Who know why this arrow isnt moving?
Its muzzle flash arrow
from advanced inventory and weapon system
what happens when you try and move it?
is there any code in the construction script?
yes
maybe that code is stopping it?
if i turn my actor mesh into a blueprint
can i still use them in something like third person bp
so the mesh blueprint has their own values and the third person bp puts more of the base stuff unto such mesh blueprint
o-o
like a jank version of laying
technically you can have child actors in blueprints
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
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
but i feel like so correct me if im working
putting those differences in the blueprint with the mesh actor would be better or smoother
so each races mesh has their own blueprint and i can cram the stuff in there maybe?
sure, if its nothing special you could also make a component that handles that info , like a race component or something
like people make "health component" that they use to handle health on stuff
actually inventory component seems to be common as well from what I have seen
its own blueprint
and i added a compnent for each races HP differences >_>
in the hp blueprint lol would that work
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
o.o
whenever you want to "damage" something you check for the component and let it handle stuff
ah
so this then lets you just add health to stuff, say adding a health component to a box now can make it destructible
yeah i definitelly want to have destructible systesm for my game
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
so say you had 10 shelves in a room, one could have an inventory component and now its lootable and stuff
Where do y'all find sounds for your games?
marketplaces on the internet
make your own
download freeware
or royalty based ones as well
you have options if youre creative
@candid steppe ^
@grim ore wait
so lets say i have a room full of items
under inventory
i can slap HP onn each one of them via this compnenet set up
for example 6 different types of boxes
could i slap that inventory component onto it and all boxes become lootable
in theory? i've never done it that way but if you set it up then yes
and can you attach different animations as well via the animation notify? o.o
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
i see
and i can use any level of blueprint for the compnent right?
like master class character etc
and setup the child or parent that way right
no, its an actual class
ah
when you create a blueprint look at the bottom 2 options
o.o
just kinda depends on if its a data component or something that has a scene root
i see
o.o
everytime i look into unreal engine
i realize how much more i love it
and how much fun it is compared to most games atm ;O;
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)
using components seems to be the right way to make things extendable
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?
i see
That's really really annoying.
ok matheww i will bother you 1 last time with this :3333
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
these all the setup i have for multiple races in my game
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
like your standard mmo or rpg game with creation systems
so would making the meshes a blueprint be wise for that :3
or leave them as actors
well actors are blueprints...
i mean meshes
oops
lol
sorry sorry
the purple bared version in case im using the wrong words x-x
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
so blueprint character made up of 10 components, and you set each mesh component
well the characters have a crud ton of morphs for all of the shapes and such
then I guess if you used morphs you then set them on each mesh
instead of being segmented into pieces for rebuilding
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
so blueprint the meshes and possibly setup some sort of morph saving system i would presume o.o
@prime willowpretty much sounds correct. There is a docs page on making modular characters that might help
ah okie ill look into them ❤️
either way would probably work in the end to be honest, just how you want to do it
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
Uhm, how should someone translate the Max Walk Speed of a Character into meters per second ?
that's uu per second
uu being unreal units
Uh... m/s is 100 uu/s
Default is set at 1 cm iirc
(Assuming your game uses default scaling)
So would that mean if the Max Walk Speed is 100 it's already 1 m/s ?
If you don't do any weird scaling, then yes.
Alrighty, thanks ^^
that's why gravity is -980 on the Z axis
anyone have any idea why the orthographic camera would not show a static mesh?
i have some static meshes that show, others that dont
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.
@burnt hullcamera too low and clips into them?
what is the moodle platform? does it have an api you can use
Why Download image failed to download when i package the game but in editor downloading normally
@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.
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
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
@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.
vaREST plugin
@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.
i mean you can do whatever you want lol 🙂
oh lol wtf, it's even free... 🤦♂️
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
now I need to read up on what "rest" actually means. The "spreading" never ends when indie deving 😐
nah, just need to know its the way stuff is sent and received from web services for the most part
😒 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...
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
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 😫
@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.
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.
@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 😛
if you are into shaders/materials, you can checkout Ben Cloward's channel: https://www.youtube.com/channel/UCoG9TB1eL6dm9eNbLFueHBQ It's packed with nice stuff for all levels i'd say
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
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.
anyone here atm that knows their way around the groom systems?
Hey guys how do I keyframe the movements of my mesh when I hit simulate?
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 sorrelbetter ask in #animation
okay thanks! @fluid lance
@plush yewwell, terresculptor is free 😄
hm...i'll check that out too 😄
the worldkit
I'll check it out 😄 good info 🙂
how would i make a world border like fortnite
@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! 🙂
Hello I am a graphic designer of 2D games And I do the best work with the best quality and the lowest price
damn if you do the best quality at lowest price you really under sell yourself 😅
coughs if something sounds too good to be true, it's not.
except for lumen/nanite ofc 😄
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?
???
to add on when i tryed to reinstall driver through geforce expirence my pc crashed and said cpu unhandled exception
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
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
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?
Likely recompiling shaders for the editor
Oh, I see.
so uh im trying to use cull distances in this map still but like
it wont work with the trees
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
i stepped back and now it works
I use Raider, its all on same location, but I am opening the vs
yes
now everything works perfect
smh nvidia
you guys want to see a sneak peak on my racing game 😉
Nothing.
75%
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.
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?
why is that every material or asset i bring from quixel megascans look like "shit" compared to others imports i see on Youtube?
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
https://streamable.com/a4ap8j some sneak peaks to be excited for 😉
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
What is the editor doing when it is"preparing textures" (opening the medieval village for the first time, and it is taking ages)
can you show screenshot of what it looks like ?
might be the preview mesh
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?
Hey, I am wondering how I can get the A.I. to walk forward instead of going to random locations in the NavMesh?
Guys I need help
Why when I
Click on a sub menu such as build options menu
It does not drop down the Menu
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
I would try to learn about creating sky or sky atmospheres. I am not sure, though.
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)..
Yeah, I am not sure. I think you can try to learn about both of the things.
Is there a way to stop the editor from flickering? I have a RTX 3090 with the latest drivers installed
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
wokes up
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
Have you checked the auto possess in the third person pawn you placed?
auto process? o.o
No, I mean auto possess
auto possess? o.o
why wont this work
it already knows that bike base is a pawn
so why is it saying its an actor
It's right here, hun.
did u use ur own phyicis constraints or the built in wheel system
You might need an extra cast node.
how would that work?
Cast to Pawn -> Possess
ok i changed it to fit your settings :3
Does it work?
No probsies. :3
nearly done with the creator systemmmm
so close
i can almost taste the combat system D:
Come on, I already working on the combat system xD
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
Good luck on the character creation system ✊
yeah about that
Matheww said id need a saving sort of system
for the morph changes made
how can i get map size thats universal
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 ^
Oh, yes, you do need a save game system for that.
My approach would be storing all the values in Game Instance, then based on that, saving them to a save game data.
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?
Yes. I found it to be more convenient on handling saving and loading the data.
Game Instance doesn't affect other clients, so it's pretty safe.
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?
Yes, it's like how you would with normal variables.
And because Game Instance persist as long as the executable is running, you can load existing save file, create a new one from, and clear them when going back to main menu.
Screenshot it, print it, put it on the wall if you want to xD
yush
i have a very very long wall
that i post conversations and stuff from around the net on
:3333
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.
its easier than asking over and over lol
I didn't use any physics constraints we calculated our own physics in c++
All of the physics we made
Speaking of physics, I wonder if Bullet is worthy replacing PhysX in UE4 🤔
@buoyant granite hey if its ok if i can live stream ?
Message him with !stream command.
https://gyazo.com/f1869b0e30632dcdf504927d3e703897 @drowsy snow how do i do this
he presses something and it makes a bludge on the lines D:
That's reroute node. :3
Double click on a spline to make one, and make your BP code less looking like a plate of Indomie Mi Goreng.
Why do we have to enable smoothing when exporting a fbx for unreal? What does does that even mean?
@pastel ginkgo when exporting an fbx from what software?
How can i get map size universally thanks
@wise tide like the size of your map in world units?
nah x and y values
wanna make a universal map boundary
Is your map generated dynamically or is it static?
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
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
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
has anyone ever locked themselves out of project using perforce? like unable to check-in/save things anymore?
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
yeah that makes sense
@Negative locked out as in the files are checked out by you and you for whatever reason also cant revert them?
though some maps are gonna be larger and smaller so unless on map load it also sets the size of that map as boundary
@midnight ferry I got a new motherboard so it considers it a new PC and i didnt check things back in 😦
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
lol yea
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
I can i guess just gotta move some parts back
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
oof
yea i was just seeing if there was a quick way without changing out motherboards
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?
I was also hosting it off my old pc, so i cant use that perforce server anymore xd
rip.
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
can you like jerryrig the old mobo to some cardboard and plug it into stuff to turn it on ? lol
lol yea i think i have to
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.
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..
@pastel ginkgo https://forums.autodesk.com/t5/maya-lt-forum/2018-not-exporting-quot-smoothing-groups-quot/td-p/7591768
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
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
sometimes it acts like alt key is pressed, so tabbing around helps usually
the good 'ol roll face on keyboard technique
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
you mean widgets?
Use the Message variant of the interface function.
feeling so op every time I use the filters syntax
I see you changed the editor font 
yes, dark nodes plugin
I'd rather doing the modifications myself than going for Dark Nodes.
do i need to use the input cause i only what the output
says i need a input
trying to send an array from gamestate BP to pawncontrolla BP
@drowsy snow whats thhe difference between an animation and a root animation of the same animation o.o
Can Anyone Help me with Character Creator I can't Buy it
i have back root than back normal
same with lefgt and right ones
in a 10 way movement pack
Simply put, Root Animation is the animation of the root bone. Useful if you want something like a walk cycle to affect the actor transform.
Root motions for walk animations are more used for cartoony, exaggerated walk cycle.
Though root motions also common for rolling or dodging animation.
so if i wanted a blend space for walking
use normals
if i want that action game dash root
and or cartoon movements
Oh right, it's actually Root Motion, not Root Animations.
yesh that
Correct!
your card gets declined or what? you can contact epic support and they might help you out. or choose a different payment method
I'm talking about reallusion. My mean I can't afford it
ohh, so what kind of help you need. i dont really understand
Likely need someone to bought CC for him.
yeah get me one too then 😄
Honestly I'd rather have MetaHuman Creator.
Ya that can be one option. If someone have Character Creator
Its Good but it drawback is clothing options
You can always bring it to DCC softwares for editing though. It even has the source files for Maya.
DCC software?
Blender, 3ds Max, Maya, ZBrush, etc.
Those are Digital Content Creation software.
Ohh but it will need so much efforts and time also expertise. That way i can't complete .y project
That's just how content creation works, really.
It took effort, time, and expertise.
You can't go lazy with it, otherwise you'll find yourself in internet drama.
^
and asking someone to buy stuff doesnt look too good
Yaah. But for individual It's not the Good Way.
No I'm not asking to buy for me specialy
for who then?
If someone have already brought it for there use.
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
I think I Should go with fuse & mixamo
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.
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
Okay so I can export 15 Characters outof Reallusion Character Creator Free Trial That can be better option for Start atleast
you should make sure if you can use these assets for commercial use, if you are planning to sell your game
Looking into it Thanks
Generally Trial versions don't allow for commercial use.
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
^
you can always try posting in #volunteer-projects , maybe there is someone who is still learning and would like to contribute for their portfolio
I Can make complete Character from Scratch but just to save time . ready options are the good option for me now.
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
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
Instead of losing money from Udemy, take the official Unreal Online Learning courses instead, which is absolutely free.
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
Still belongs to #volunteer-projects
close but not really a gig
It's still a gig offer, in the end.
we disagree on what kind of activity it is, your opinion dude lol
feel free to it no bother in trying to argue lol
<@&213101288538374145> Does non-profit collaboration counts towards #volunteer-projects ?
Are people being paid for their work?
lmao
yeah, that would go in #volunteer-projects i think
#volunteer-projects is for collabs too
i am porting a different source mod to UE, and if I were recruiting, it would go in #volunteer-projects
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
I had discussions with someone on #freelance-jobs even though I don't take it due to scheduling constraints.
Small question: If you add widgets inside a parent widget at runtime, will this increase the number of draw calls?
There is very little on udemy in the way of UE that isn't attainable for free in some capacity elsewhere tbh
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
Yeah, I mean I’ve watched some game dev academy stuff on YouTube that goes through a lot of the basics but I guess I’m wondering what, if anything, I’m missing by going through the free avenues
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
True. I’m just starting out really so it’s hard to pick specific points of focus rn but , I’m extremely excited to learn
Like the problems with source control in game development?
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
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?
Hi, is there a way to enable hidden shadows for groom components in ue?
Lmao
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
Question, from a newbie point of view. If I invite someone to do a job in my project and give him full access to my repository - what protects me from him stealing my project?
I see.
How can I handle blocking the camera in VR? Is there any good way to do it?
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
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
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...
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
look into blend spaces and animation blueprints
^^
Simply export the skeletal mesh, and bring it back once you're done.
Make sure that the skeleton hierarchy stays consistent though.
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
Ah yes. Another blender specific issue.
Try reprocess the FBX file with Autodesk FBX Converter 2013 (it's free and been sat in limbo, so don't worry)
Blender can't read some data that UE4's FBX exporter produces
i ended up just using tessilation lol
i have an animation blueprint, but where can i put it in the character person?
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)
yea Ig. was too lazy to post there lol
@plush yewTessellation is expensive, use with caution
look @granite spire
i have a blueprint animation
and i want to set that to the character
well you have to rightclick and goto target or retaget
right click on what?
are you talking about an animation blueprint?
alright then this is what you want
I recommend looking up a re-targeting video from youtube
thank you
no worries
@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
@sharp crest Why don't you use UV coords and stretch them in UE4?
won't work for what I need
mmm cause editing UV maps if I remember rightly, is a nightmare because texture stretching
Alright bois and girls, gonna make the birds poop
wonder if I made this multiplayer, have 1 person as the farmer, but then other players to eat his crops 
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...
already tried, zero effect...
but lol, on previous version of game engine * temperature was much lower, thats the point
will try it right now, thanks
could also be a driver issue
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
hope they fix this soon, i consider it a bug if anything
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
well they will provide a solution
is there a way to reimport asset material without materials and bones just the body mesh
mine is 3070... 😄
i just not into what happens on high temperatures and have some worries about other components of the pc ehh
okay, got it, thanks :DDD
Is unreal engine 4 2.5d?
but does it support 1d?
somone said that on the gzdoom server and oh
xD
I got banned from zdoom server idk why that happened
unreal engine 4 supports both 2d and 3d games
Can we use VariantManager in games?
I always see it in use with Automotive projects, it looks useful for games too.
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)
if you don't use any of it's features, instability mostly
DX11 is fine, and more stable than DX12.
Unless you're making heavy use of DX12 Raytracing.
epic doesn't really leverage Dx12 much expect for RT
dx12 is unstable?
DX12 is more prone to crashes than DX11.
not sure what more stable means
it's not that unstable but it's less stable than dx11
huh
dx12 has been out years and it is known to crash, damn
i thought maybe it was the reason i am getting weird flickering when trying to use RVT
From my experience, for example, some of my materials, for whatever reason, will instantly crash the engine in DX12, but not in DX11.
RVT works fine in DX11, BTW
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
@ashen frost https://m.youtube.com/watch?v=VMZftEVDuCE
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...
This was good to watch too
thanks will check out
Anyone encountered this before? This is the dialog window to create a new blueprint
It exceeds the width of my monitor
welp, fixed by removing these three folders
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
there has to be an option in ue5 to apply a smoothing modifier of somekind
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:
This (seen below)
What do u guys think is the easiest way to spawn a projectile that moves in the air as i move the camera
@stuck linden Like superhot kinda projectile?
i dont know whats a superhot projectile but its like this that i want it to be @versed lion
Oh you meant something like this? sorta?
And i thought you meant superhot projectile by the game super hot which moves the projectile as you move in the game
Superhot mechanics would be much simpler to implement, as it's manipulating the Global Time Dilation when velocity is >= 1.0
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
sorta ye as i move the mouse the projectile moves with me
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.
I think you'd just listen to InputAxis Turn and LookUp, right?
When unit is moving - AIPerception directs it's vision borders in same direction as movement vector
But when unit stops - AIPerception sets same rotation to vision borders as unit's capsule has.
where could i put the values tho?
That's a good one 👀
yea i dont have a clue how to do this
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?
how it's supposed to look like:
nvm it was the easiest thing ever
Have you tried Masked blend mode?
Translucent materials in general can't have PBR attributes.
Not yet, I'll do so right now
Yo, how do I get the applied collision to better fit the mesh? Can I alter it manually?
By better fit I mean make it thinner
Masked fixed it, thank you!
Weird silly question
If I can't retarget an animation without my animation breaking
Will retargetting the blendspace with those animations still break?
I retargetted the animabp with no issue it seemed o.o
@plush yewThanks. Another question, is it possible to save the collision box as a seperate mesh?
The problem I'm running into is when I set hidden on the static mesh, the collision remains
Gotcha
if i want to setup a control rig setup
should i make blendspaces and such via control rig
or continue currently with normal blendspace stuff
and slap on control rig o-o
@plush yewThe problem is the scene component object ref isn't compatible with the collision BP
Is there a workaround to this?
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
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
which would simplify things
@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
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Books that inspired this video and have more information:
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Oh I think I already watched this video, yea something similar to this
but viable in an actual game
Is it too many calculations?
to be running in the background
since it happens slowly I don't think it is
I'd say most anything is viable in terms of making it function
just a limit of your resources and creativity on setting it up I guess
There's a lot of little details that are hard to figure out, but I'm working on it
basically I want the creatures to eventually find an "equilibrium", that could be affected by the player
like killing too many wolves, or chopping too many trees
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?
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
for entities all you have to do is have them walk around, and do certain things based on a pattern of behaviour
to actually control where enemies can and cannot spawn based on variables sourced from those same enemies
sounds a lot more difficult
is there a way to automatically make LODs
or do you have to do everything yourself
rename them back to their original? or make symbolic links to them with their old name
@plush yewYeah I tried the wall too but same problem, unfortunatley.
Oh wait, got it.
Cheers <3
so what do i do if my skeleton randomly cant be saved and when i restart the editor its completely fine ;-;
i feel like this can cause issues down the line during packaging and development
do you have the editor open 2 times by any chance?
just stop using the launcher
its even better than fixing it 😛
here be dragons
is it better to setup Ik bones via control rig for meshes with the practical same skeleton
or do it via individual skeletons i have
.
is there a speed tree example library
I cant compile a C++ module even though I pointed out the location (DatasmithSceneActor.h). Still says it cant find it?
! stream
so after adding it a new error show:
Error C1083 Cannot open include file: 'DatasmithSceneActor.generated.h': No such file or directory
!stram
Isnt this to be generated?
!stream
Yeah these vedios are nice
Co-incidentally, I found out about these vedios earlier today only
@plush yew ok where is this located?
Hmmm something is generally wrong. Cant find #include "Kismet/GameplayStatics.h" either...
@plush yew found it but I dont know what to add really. Datasmith is a plugin
Anyway now its complaingn about the DatasmithSceneActor.generated.h
I thought that was generated on the fly?
Yeah googling UE issues this specific has taken the best of me. I spent too many hours on this already.
Also have #include "Kismet/GameplayStatics.h" but it still complains about UGameplayStatistics
UE4, unless you have a very good reason to use UE5.
Why is that
would level destruction, megascan assets and massive cities and npc's be a good reason to cross over
or should that be waited upon for further developmental updates to unreal if youre in the early stages of game development
UE 5 is still Early Access, which means not ready for production use.
@drowsy snow
okie that seems to line up with everyone elses answers
also i have a silly question if you dont mind
thanks @plush yew I did add it. Still have the generated issue and UGameplayStatistics tho 😛
can you create a control rig that covers multiple skeleton rigs that use the same skeleton however each race/gender will have different animations
even though the control rig is for each all 4 races and their gendered differences?
@plush yew jesus christ...
;-;
thanks @plush yew I think the module in build.cs and the typo was it
now it started with the generated stuff again... lol what is going on with the build tools
ah OK so that shows if you have other errors
makes sense
How do i make it so the camera doesnt affect the third person actor's movement and or body rotation
Trying to GetAllActorsOfClass finding this: class ADatasmithSceneActor : public AActor but it says ADataSmithSceneActor is not a type name?
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?
Hey ! Does someone knows why my character won't spawns where i want ?
its ok ;O;
im trying to find out if you can stack control rigs
where you have a control rig for the meshes
and minor control rigs that are parented to the main control rig o-o
I spawn outside
why is procedural mesh component not producing overlaps?
Can also be applied to UE
Lmao one sec
lmao




