#ue4-general
1 messages · Page 1012 of 1
notice how this image instantly got more likes than the other one, hahaha
it sure is telling...
lmao
inside of you there are two ue4 sky spheres
hey guys has anyone here worked for ea or activision?
anyway what i am curious about is how do you program for 8 hours everyday like i assume they do in the industry
Hi all, just a quick question. We're working a large 8k map and struggling with performance. I'm finding myself only able to get around 80-100fps when standing on the edge looking in towards the completely empty map with a basic gray material on it. The framerate is much better towards the middle, around twice, but still... Is there anything major i'm missing here?
i bet that must be a nightmare
imagine being forced to make the same shooter game over and over
im just curious about how to stay focused on a project for so long
well you dont program for 8 hours a day to start
there are some people here who worked/work for them, and im not fond of people telling them their work is a nightmare or you thinking they are being forced to make anything.
is there like a library of tree branch textures somewhere?
64 million vertices on that terrain
are you sure you want something so big?
I thought i did and then i walked from one side to the other and it took over an hour
the landscape has LOD's though so its not like its drawing everything in one go
still isnt going to be hugely performant
use stat scenerendering and compare between the middle and the edge, see if you can determine your issue
Everytime I compile shaders it gets to 0, editor freezes, I see Thread Task End in VS and then the editor becomes completely unresponsive 🙃 When I reopen the project it tries compiling the same shaders
Anyone experienced this before?
super weird
Posting this again as I still haven't fixed the issue, Getting this issue when loading any kind of virtual camera in? You can see it's massively effecting the hair, but seems to be other things in the scene as well. The hair is using groom and I am using ray tracing. You can see from the video that the issue does not occur when I remove the camera and press play. When I open a new session I don't have this issue but would prefer not to start again
it resets the groom physics state, don't know if i would call that an issue
It also seems to make the same thing happen to some of the light reflections in the background that are not using groom
so? it recalculates them
should be just Blueprint and not UBlueprint
ah yeah I think this is the one you want https://docs.unrealengine.com/4.26/en-US/API/Runtime/Engine/Engine/UBlueprint/
@vagrant hornet @grim ore i already had a thourough look but nothing out of the ordinary except HZB taking up a good chunk of my performacne for some reason. Disabling it with r.HZBOcclusion 1 (0 doesnt do anything) only adds the load onto the basepass
We are using 4.20.3 for this project, and from what i can see 4.26 doesn't have these performance issues
So i'm wondering if this is a bug in 4.20
@grim ore mathewww
I have a simple stupid question XD
control rig with daz studio models is absolute hell something always breaks
however
Can i use control rig with the base mannequin
to change and customize animations save it as a normal regular mannequin animation like any base mannequin animation
and just use it as is?
or will the customized animations be mannequin control rig exclusive for use o.o
because if so i can use mannequin for animation making and than retarget onto daz models!
why do you even use the daz rig if you don't want to make use of it's features?
well i am using the daz rig and such
well
actually..
well i wanted them for the morph targets
lol
i loaded them with 1500 morphs
so it can become anything race and species wise
but using it for control rig makes him become a warped noodle
however i know control rig can edit animations
because your setup is bad
so i wanted to set up control rig so i can edit animations that come from the mannequin
for custom stuff i can always just use the daz model in blender
with backward solving?
kind of if i understand that correctly xD
the daz rig is decent really good
but for normal stuff like picking up items, cooking sweep with broom i want to mess with the animation and i know control rig can edit animations
and i can easy retarget to daz so i guess i was trying to see if it would be easier to somehow manage that if even possible lol
pretty much everything is possible
the question is how much time you spent on learning control rig and such
so mannequin can be used as a animation editor and those animations just function like normal animations hence retarget and such?
kinda, depends on the animation
some might look ok when you retarget them from mannequin to daz, some might look off
omg
yeah
my current running looks broken
from shoulder to other side xD
thats why i wanted to use it for normal ish stuff
like grab broom, or pick up such etc etc
for combat and movement definitelly have to create something from scratch in blender xD
combat with a broom?
Does anyone know what's wrong with my moving platform? It keeps getting stuck.
@neon bough Ok it just clicked to me what back wards solves meant in that instance
right before i went to walk my samoyed
and now i feel stupid and cant stop laughing
yeah thats exactly it
holy cow xD
that it moves back and forth probably
does anyone here use a program to keep their game ideas in order? i was using sites.google, but they are force migrating to a new design that's not really good for the workflow i want to maintain. does anyone here use anything? i really need something to transfer lots of notes from paper and websites, and store it simply.
Hello, does anyone have any blueprints and/or code they would be willing to share to create an sbs 3d video player in VR? The only recent tutorial I can find has a broken image in the tutorial. Thanks in advance!
@latent sonnetif your trying to make a moving platform, something that might basically be going from A to B over time you can use a timeline to handle the over time part and a lerp to go from A to B
Well I already know how to make a moving platform the way I want to, I guess the problem was getting the platform to check if the player has the needed amount of things to move.
well what triggers the platform to move?
Normally it would just be EventBeginPlay
so right now you dont really have it set up right
so identify what allows it to move, the things that are needed for it to move
and how the platform will know it should be moving, and when it should be moving
generally for something like this you would have a way to track "stuff", and a way for things to listen to when "stuff" was collected or a direct link if that is needed.
for example Item is Collected, it tells the game mode "hey this item is collected", and the game mode broadcasts out "this item is collected"
any item that cares to know about that would be listening to the game mode for that "this item is collected" and then do something if they care about that item
in UE and Blueprints these are Event Dispatchers
this keeps things only doing stuff they want, and not taking up extra resources.
now if it was say a single key that opened a single door and that door only cared when the player was near it? then its a simple check that one time they are near it or they try and open it
in your case it seems like this platform should move when a condition is met, not when the player is near, so listening for "stuff collected" or "triggers pulled" or whatever makes sense
So pretty much, use event dispatchers?
based on your one screenshot? maybe
Alright
Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.
look into the pinned messages, first one has a link to a potential fix
as long as you have an nvidia gpu
ok, then it seems to be another issue
how do i play as character blueprint?
i want to determine where the player starts, but
does not show the character
https://obsidian.md/ seems to be the answer to my previous question
@lusty scaffold In your Level, open the World Settings Tab. Your GameMode configures the Default Pawn used to spawn on your "Player Start" node.
You may have to create an instance of GameMode and configure it to use your Pawn.
Quick question, when I get a code to redeem via the online learning do I need to reload the engine to access the new files?
I've been redeeming them in the Epic launcher
hello! im new to UE can someone explain me how to randomize a number plss?
well i saw that before but is it possible to randomize images? something like a card game (poker ecc)
or just randomize numbers and percentage and then connect them to images
oh
i didnt found much on yt :(
i spent hours searching but nothing idk where to start
@vale ridgeyes you do unfortunately
put your images in an array, shuffle the array, now you have random images
thanks a lot sir, do you also now any useful tutorial to start with array ecc?
I want to learn how to code
What is the best free coding software that can teach me cpp?
UE4 C++ or general C++?
Ue5 c++
It's the same as UE4 C++
Alright
Many of the UE4 C++ stuff applicable to UE5.
But not all?
If it's inapplicable, it's going to be lower level stuff. All of the basics are still aplicable in UE5.
So let’s say I want to code for a sword swing can I do that
And I confused on what you just said could you explain in it in different words plz
Hold on.
How long have you been using UE?
I use it like 2 years ago for one to two weeks then I stop
Then yesterday I got back into it
Does anyone know how to animate a widget button to move to an absolute location in the widget UI? By default it is moving to a relative location based on where it starts.
I feel like there is a simple solution I am missing, but I am not familiar enough with unreal engine to know
Also let me know if i am posting this in the wrong location, I am new to this discord
I decided that I want make games and start my own company
Which is still a week, and you need to get used with the engine's BP first.
Don't even jump to C++ right away.
How good are the BP system ?
You can ask this in #umg as well.
Cool and good.
BP is robust enough to assemble a working gameplay.
And how would I learn this BP system from where?
My project is only 10% C++ and 90% BP so don't feel ashamed about using it.
Appreciated
Oh thank you
Does this cost money ?
It's absolutely free.
Cool
And this will teach me everything that I need to learn about the BP system ?
Also since I’m new to UE5 what should I focus on first during the learning process?
Honestly, if I were you, I would learn on using UE4 first. Don't worry about UE5 stuff - it won't be a problem if you know your way around UE4.
dumb question, but trying to create a new function and i need to acess this input node, doesnt show up when i try to add it
where do i get it?
The UE5 stuff still haven't mature yet, so it'll take a long while for all learning resources to catch up. People still testing stuff in it.
In short, learn UE4 first.
Not really, because Blender automatically applies modifiers upon export by default. So no soft modifier data carried over to the FBX.
close but not what im doing lol
if i change the modifier properties it auto updates it in ue5
it is exporting but exporting upon changes in realtime like how substance painter works in unreal
Alright thank you
But when I do start to learn how to code what website would you recommend
i thought unreal would triangulate the mesh... so are the results exactly the same as in blender?
maybe a yes or a no
am i dumb? why is this an infinite loop?
I think the delay node causing the issue, because it won't affect the loop macro.
Try cloning the While Loop macro (not duplicate, but clone what's inside of it) and modify the macro to have a delay somewhere in loop execution.
Hello, is anyone any good with the clothing tools in?
I'm having an odd issue that I have no idea what's causing it. For some reason when I apply clothing physics to my cape mesh, two capes are generated.
is there a chill chat cannel lol
thanks
Help: As I import a model(obj) into unreal. this happens. what does it mean. Can I just ignore it
you shouldnt ignore it, and it means your have vertices too close to eachother so maybe its too small?
and the smoothing one means well you dont have smoothing, so fix the item in your software
guys im new to unreal and trying to do a forest as my first project
But i have a question, do people use the landscape mode to make their landscapes or use external sources
try asking in #level-design but the general answer is yes, they do whatever works for their goal
oh sorry my bad
hey guys is it normal to get a fatal error when u add a game user settings.ini file in the configs?
or is my ue4 just drunk
Question. Currently I’m trying to make a procedural/predictive recoil system similar to that of Escape From Tarkov and this video here: https://www.youtube.com/watch?v=QfHxg5u-8Sc&ab_channel=neverGonna
How I’m applying recoil right now is through my IK setup using virtual bones. At the end of the chain I add location/rotation to the final position that modifies the right hand. Each time I shoot I create a vector for where I want the peak of the recoil to be (currently just pulling the gun rearward a bit), then I use spring interpolation to interpolate to that position, once it has reached 80% of the interpolation completed I then generate a random rotator (just pitch and tiny bit of yaw/roll) which then starts interpolating. Once the vector interpolation reaches 100% of the spring interpolation it then interpolates back to its normal position so it should be resetting while the rotation is still being applied. This is my most recent attempt at this and I am not happy at all with the results and have been trying to think of some new ways to go about achieving this. Do you guys have any suggestions? The results in the linked video are beautiful to me, but I cant think of how to implement that in a realistic manner.
Integrated spring interpolation from Kismet library in my project. Looks good so far. Moreover, SpringInterp is frame independent, it behaves at super-low framerate a little bit unsafe though, anyway use it carefully.
anyone having the same problem that i got? is there any fix?
@snow crown you've worked with implementing recoil quite a bit, any suggestions for the above?
Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.
What the hell did I press???
When I am trying to open this project in UE4 or UE5 my PC start to merely responding and after some point everything stops working and freezing
I thought its because needs time to load the shaders but
I left it all night to load the shaders and when I wake up it still was on 95% loading
My Specs are: Ryzen 2700X, RTX 2080, 16GB RAM and UE runs from NVMe SSD
https://www.unrealengine.com/marketplace/en-US/product/scarecrow
how can i disable this?
I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?
I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.
For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc
would it continue?
Does anyone know who can help me about this little code edit?
Sorry for asking multiple times but i have no other option.
Any one know how to make camera follow player when playing montage in ue4
so when i create a new project and import this (the open world demo collection) then load "any" mesh the engine crashes does anyone have any idea how to fix this?????
How do i reduce the time taken for shader base pass?
its currently 45 ms
bruh
i need some idea abput it
my shaders are all green
i mean it shows green and dark green on shader complexity
really basic question, gravity, i am not sure if it is just me but the default gravity seems a little bit like you are walking on the moon?
or as i don't often go jumping off tall buildings, is it set to earth gravity?
I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?
I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.
For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc
would it continue?
yes its set to 9.8
i think its the mass of the object that u need to tweak
ah intersting
Change your perspective view in the top left corner Of those screens
i think if i am going to now be setting mass for each object, then i am going to want to load this in from a data table
is there a supported way to do this?
Cant you set up the assets in a way that allows you to tweak their individual gravity while in the editor?
i figured if i externalise the config then i can adjust it during play testing faster
Can anyone help me? I need to know how i can reduce the time taken for shader base pass
You might be right, my knowledge is extremely limited lol
a guy told me to reduce material complexity but idk how to know how complex is my material
is it possible to use HDA file from houdini and change the parameters ingame?
@inner socket i am not a material expert, but did you make this material?
And how can I disable these screens?
im trying to get this in game to work with a widget so i can change the parameters does somebody know how to ?
Hey guys, Engine crashes when I close ue4. I am currently using version 4.26. What should i do now ?
🥺
anyone can suggest me a way to show text in 3d space in editor(a construction script of an actor) so that i don't have to press play?
it's kind of for debug reasons
I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?
I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.
For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc
would it continue?
The only thing I know of is the print screen , but iirc that only shows when playing 😦 I’m sorry
The shader compiling will continue where it's left off.
ohh finally thanks a lot
im not sure but the logs are random.
some indicate that 1k shaders are left, some say 2k are left
and some even say 3k are left
(there are multiple backup versions of the logs)
When I am trying to open this project in UE4 or UE5 my PC start to merely responding and after some point everything stops working and freezing
I thought its because needs time to load the shaders but
I left it all night to load the shaders and when I wake up it still was on 95% loading
My Specs are: Ryzen 2700X, RTX 2080, 16GB RAM and UE runs from NVMe SSD
https://www.unrealengine.com/marketplace/en-US/product/scarecrow
uhh
thing is my actor is supposed to be a grid
i want to be able to debug the cubes/cells
and maybe even be able to print every single cells' index
i cannot keep creating text renders now can i?
Nah, you can create text render actors however you like. Fortnite Creative used the exact same component.
performance?
thing is my cells are not something capsulated
they are placed using the grid actor using instanced static meshes
Bar none
Well, at least it's barely dipping the framerate even in low spec hardware
ok i'm trying to make my grid system better
is this how people do it or is there an ideal way of organizing grids
in blueprints
Structs are fine.
So long as you're able to manage it, then go for it.
Merging static mesh actors that just sits there would barely lift up performance. And no, merging them does not remove any tris behind it.
Not to mention you might have issues with LODs.
@wintry thorn generally the quixel stuff quixel puts up on the marketplace is not the most performant/optimized stuff.
I've seen computers 4x your specs crash on this particular one.
How do i add ASCII Art in cpp
@wintry thorn . With the dame config but 32 GB of ram I do load it. RAM can bé the issue. Or maybe not enough space on you SSD when UE is caching the shaders....
Why not cheat it with post process effect?
i have just started learning cpp so i am not using it in ue4 i am just learning basics and fundamentals and trying to make a small game in terminal
idk what are u telling bcus i am just new
xd!
If you want to make a game in terminal console, consider using javidx9's olcConsoleGameEngine instead.
i am using visual studio code right now
no i am just learning then i will use in ue4
Doesn't matter, his engine is largely header stuff. And this is unrelated to UE4 anyway.
^
If you want to use UE4, might as well use and learn it from the get go.
Dissect the sample contents, have fun with Manny (the third person template's Mannequin), and take the official Unreal Online Learning courses.
ohk ty
does the 59 means the number of line
yes, it does
I'm trying to find out how I should go about creating an information display above my units in an RTS style game
e.g. I want to display some text and an image, always facing the viewer
Any help would be appreciated
thanks
Ok so im trying to make a planet by hand (so no generator yet) using the voxel plugin. One problem is that the ground radius of unreal skyatmosphere is too big (i want to make small planets) and it seems that unreal put a limit (you can't go under a value of 0.1 for the ground radius of skyatmosphere) so what should i do ? make my own atmosphere ?
Without looking at the blueprint myself I would suggest seeing if you can unclamp that value or go into the variable's default settings and removing the limit. If that doesn't work and even if it does yes I would most likely recommend for you to make a custom sky sphere for actual planets.
That is saying that your level is so big that without an actor called a lighting importance volume (found in the common actor list) the lighting generated won't be good
thanks I will try that
so thats an advice not an error ?
Yes. But the failed to load builtdata is an error, that shouldn't happen
so what can i do to resolve it
Honestly just try rebuilding lighting real quick
is Paper2D template removed from UE5?
are u using Lightmass and Static Light?
i just downloaded a starter file to apply cpp on it
i can share u the starter files its only 20 mb
Where I can find a source code of Luma and Chroma in UE4? I would like to say, that I have an access to source code, but I dont know where this parts of code are
How can I change texture to cinematic? I was just using the dropdown that's now not there all along 😅
Just want to preview it in editor, not do it through bp
@radiant sun click settings at the top of the editor and
Uhm...guys, I know this is a weird question, because people need the opposite of what I'm asking, but...how can I take something I made in Unreal to Blender? Imagine a scene with mountains, trees, a house and a lake, really moody scene, I just want to take it to Blender to render it beautifully in Cycles, that's it. Can I do that somehow?
guys, I have a 1000$ budget for a laptop. Which one should I buy (or what specs should I look for) to run UE5 with least limitations?
also I'd like to know if that's a bad budget 😓
Ty kindly ❤️
yep, kind of images format
buy something Asus with a 3000 series card and I think you'll be good
alr thanks!
but don't take only my opinion, please 😄 I can't be responsible for a 1000$ purchase, ask more people ^^
@honest vale just looking for source code, I would like to take a look at implementation
Any laptop that can run most modern games on the very highest settings and still have plenty room should be fine for running UE5 😛
._.
I know pretty crap answer, but yeah I'd aim for a 2070+ and a CPU that's at least 3.6 GHZ
well, there's a ton of free stuff in the marketplace and also there was a huge 70% sale a few days ago and I bought some stuff 😄
Oh and get a SSD, for the love of god don't go HDD 😛
ROG is always good, I've been using ASUS stuff for 10+ years. mobos, gpus, routers, monitors....they're legit. even their new phones are beefy
Ah yeah fair, just make sure they don't have software that will throttle your laptop right down, I had that problem with Asus and it drove me nuts.
oof
I have a moving platform, when I place a sphere actor on it, it rolls off... Why does it do that?
I got a kewl job which pays 1k usd per month. should I work another month for a better laptop?
@merry bison that sounds nice, some physics stuff!
It was on their more budget friendly "gaming" laptops and I cheeped out on storage and RAM though, so that was probably it.
Amazon.in: Buy [2021] HIDevolution ASUS ROG Zephyrus G15 GA503QR 15.6" QHD 165Hz, 3.0 GHz AMD Ryzen 9 5900HS, RTX 3070 Max-Q, 16 GB 3200MHz RAM, 2 TB PCIe SSD, Windows 10 Pro online at low price in India on Amazon.in. Check out [2021] HIDevolution ASUS ROG Zephyrus G15 GA503QR 15.6" QHD 165Hz, 3.0 GHz AMD Ryzen 9 5900HS, RTX 3070 Max-Q, 16 GB 32...
alr alr
but this is indian link
I get that it's physics involved, I would like the actor to not roll off the platform though
what's the cost tho
idk it saying unavailable at my region
Oh...I didn't know this was an issue. But since this is just for personal use, to water my eyes with a good looking render, I think it shouldn't be a problem :/
oof
whats your region
i dont like to be open about it 😓 but im asian too
u can edit the link
$2,429, but you should look on ebay and other places
Since your budget is relatively low for a laptop
instead of writing amazon.in write amazon.(yourregion)
what will u eat if u use all of your salary
im 15 bruh
i live at my parents'
how do u got job
I mean, 1000 could get you a decent laptop, but if it's not needed straight away I'd definitely save for a better one
got it! imma wait a month longer then. cuz unreal cant be run on the potato im using rn
I've been coding since i was like below 9
i got a legit job last month
so then also how do u got job
how is it legit
it's at a company
I'm coding web app
using python django htmlcss and java
for a startup
ohk
your name says you dont code though.👀
its to keep off annoying people who keep begging to hire me, for free especially
hehehehe
lmao
alr
guess ill see you all two months later and finally decide to start learning unreal
br
im gonna be back with a buffy pc two months later. alr goodbye
Damn, when a 15 yo a better programmer than me 😂
When I was 15 I made mods for games, didn't go any further til recently
lol 🤣🤣
I was modding doom when I was 15, and still a cringe kid.
Hi
I'm currently having an fps cap problem
Similar to this problem actually
On the right you see my fps and ms
for some reason i can't uncap it to run more than 60
And since I'm not on a laptop i can't turn of this battery boost function
which has worked for these guys
r.vsync 0
Doesn't work .-.
define fps cap problem?
It's capping me at 60 fps
can it go below?
so its locked to 60?
yea
do you have gsync enabled?
fixed framrate doesn't do anything but mess up the animation
@grim oreonlyt for fullscreen
and idk if this is considered fullscreen
try disabling gsync completely on the monitor in the nvidia control panel to make sure its not an issue
trying that
Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.
you need to either edit the code, upgrade your pc, or update UE4
what help are you expecting people to do for you?
even if they edit the code for you, you still need to compile it and if you can compile it you can edit it
@grim oredidn't do it either
My pc is updated
btw im ue5
ok so try in the console t.maxfps 15 and see if it lowers
Unfortunately this is the only UE version that i can use
then you need to edit the source
Yes thats what i cant do
then you cant use UE4
@grim oreyup now it did
Is it easy
so try t.maxfps 200 and see if it uncaps it
then its not the maxfps setting, I would assume its your windows or video driver at this point
yes you need to do that
So you are telling me even if someone edit this file
I cant use it
Drag and drop doesnt work?
if someone edited it, what does it say to do after the edit?
Build UE again
yep you need to build it
@pulsar moat the cap is 120fps out of the box so if its capping to 60 for you on a new editor/project then I would look outside ue
@grim oreokay thanks
your going to be stuck then not being able to do this
I need UE for modding a existing game
if you don't have access to the source code you cannot fix this problem
That's one of the reasons to go with building from the source code 👉 😉 👉
@pulsar moatits a weird idea but if you disabled gsync, maybe go into the display properties and see if you can drop your refresh rate down to below 60 and see if it locks to that new fps cap. that would atleast confirm its not ue
Ask the modding forums at Nexus or somewhere else.
We either have no idea or bothered to post about modding existing games in here.
assuming of course you didnt check Use Fixed Frame Rate in the project settings
I didn't
Don't get me wrong - I'm a modder too, but this server is not the right place for asking support on modding pre-existing UE4 game.
Also, please don't DM me asking on how to mod a UE4 game, because I have my own project to take care on.
Im not saying my mod doesnt work or anything
Im saying i cant use UE
Who are you anways why would i dm you??
if your only solution is the post above, you need to download the engine, modify the source, and then compile the engine
Not to mention getting the project files for the game, because he wants to mod an existing UE4 game.
Yeah thats for explanation Mathew
I have the files everything is ready i just cant export it be because ui is not working
What a luck
what do you mean "you can't export because the ui is not working"?
I cant build the project because i cant click on anything
Bugged
And the project files is only for UE 11.2
Record the bug in question, please.
This version have bugs with Windows 10
you keep saying "bugged", but what ~exactly~ is wrong with it?
Okay i will show you
4.11 isn't that old, so I'm surprised it has issues in Windows 10
It's like a year after W10 came out.
need some help, trying to get a projectile to spawn (or fire) from a socket places in a barrel of my gun, however i cant seem to reference the static mesh in the parent slot, says its incompatible, is there another way of doing im not aware of?
"Target is actor" - you have the wrong node, you want the one that targets a static mesh component - but also I'm not sure why you want to attach anything at all
Wow doom? I was just doing easy stuff on GTA. Hardest thing I ever done was a speedometer, and that's because I didn't know the maths at the time.
Yeah, mainly doing crappy mapping and DeHackEd stuff, which led me to present day.
https://docs.unrealengine.com/4.26/en-US/API/Runtime/Engine/GameFramework/UProjectileMovementComponent/ also see this for projectile movement
ProjectileMovementComponent updates the position of another component during its tick.
Literally just shove this on your projectile and you should be good to go
I'll look further into the incompatible thing
oh wow, that's a particularly unique issue
@wary wave not sure i understand, what would the right node be that allows me to connect the static mesh component, the only ones available are attach to component or actor, but each one requires me to reference the the static mesh. im going off a tutorial, however i suspect the way he did it was more of a work around rather then the proper way to set this up
Wait, you should just need to spawn it at the weapons muzzle
yeah, just spawn the actor at the weapon muzzle, nothing should need to be attached to anything
the problem with most tutorials out there at the moment, is they really do seem to be garbage
I'm wondering if people keep finding the same ones and they're just poor in general
That's taken from the FirstPersonBP demo level
yeah, i watched one were a guy tied fire rate to animation rate
holy moly talk about exploitable
I mean it's fine for singleplayer 😄
Similar (but maybe not the same) issue occurs in 4.26 sometimes, and it's solved by restarting the editor.
The way I done shooting was imported the FirstPersonBP to my project, then I just added a weapon model to a socket on the players hand, and added the logic from the blueprint to the players blueprint. It's not the best method but it works.
Because I swear I never encounter such problems back when I use 4.12.5
Man, 4.12.5 is already quite a while ago, isn't it.
this is one of the images from the tutorial of where im at, but this is the part im having trouble with
4-5 years ish
what is attached to what, and why?
this is what I'm not following
FPMeshVR is probably a skeletal mesh component
It honestly seems like he's over complicated that
Hey so I got this audio r8 model from here:
https://www.turbosquid.com/3d-models/3d-audi-r8-model-1723762
When I import it it gets split into separate parts and I don't see the whole car static mesh... what to do?
Basically when I get my hands on UE4 for the very first time, though I used to juggle with Unity back then
@primal tendonlook for the combine mesh option when you import it
the projectile is attaching to the Component where the static mesh and socket is im assuming
first time making a projectile so im like, sort of understanding it?
Or, if you want the car to be animated, consider rigging it.
i think?
makes no sense to me whatsoever 😄
ok thank you...
so no where before this part of the tutorial do they show you that variable?
might need to find a new tutorial then
most tutoirals i see everyone makes there own variables and never discloses what they are or their function, this is like, my biggest gripe with UE4 tutorials
Probably a bad tutorial on YouTube.
Can you show me the link?
@drowsy snow maybe because of the Windows version
I have tried everything but editing the source
Its beyond my knownledge
if your asking about 4.12 why is that video 4.13?
Back then I used the vanilla 2015 Windows 10, so perhaps that's why I don't get the issue.
After searching days about this problem i have noticed that lot of people were having this issue.
Video is belong to someone else
But im having the same issue
In comparison, I never get such issue back in 4.12 and 4.13
Though, again, I was still using the vanilla W10 at the time.
Yeah probably new Windows updates causing it
Because win 10 high contrast mode is temporarly fixing this issue
does anyone know an easier way to do this?
Its doesn't work for me tho
If you're not fancy with hi contrast or modifying the engine, maybe installing the vanilla W10 in a separate partition is a more breezy option for you.
BTW the UE4 can still be run with UE4Editor.exe file, it's not strictly tied to the installed dependencies.
Just improvise from the First Person Template.
You don't have to create a new project, simply use Add Content/Feature Pack
(which is so underutilised IMO)
How to download UE4 lol
I have a old notebook, Yeah i guess im gonna install a old version of Windows 10
Thank you guys
@drowsy snow bro im so sorry to keep pestering yall lol this is like, day 6 in UE4 for me
im not seeing that option, is it a hidden window?
god nevermind i found it
i guess this is my problem
im still not sure how to reference my static mesh,
Does this help you at all?
Add projectile movement component to your projectile actor, spawn it at the mesh that is a child of your weapon
As for having the weapon in your players hand, if it's only 1 weapon you can simply have it always attached to the socket. This way you can just set it visible by calling a function in the player actor
First time running Unreal Engine 4.25
stuck at 45%. I looked at logs to see how many shaders left to compile
Compiling shaders was nearly done (about 300 remaining). And when I reopened the engine (hoping for the best that it continue where it left off) it started all over again from 3500 shaders.
Just for perspective, it takes a minute or so for each shader
its hella of pain
any way i can make it continue where it left off
Didn’t someone reply saying they’d continue where they left off?
Yes and thats why I hoped for the best

No good?:/
its on 3400th shader rn
imagine being a game engine
i left it at 300th shader
Also for adding items, go to "add new" at the top left of the content browser
i guess unity's better
Do you even force quit when it's compiling editor shader?

i mean yeah im stuck on initializing tho
never successfully booted up the engine
Unity 5 is good, but the later version sucks arse
nah latest versions have better features
Just leave it doing it's thing. You might've corrupted some editor shaders.
that takes a full day
Rule of thumb: if it has CPU activity, left the computer.
Let it do its thing. Take a walk, read a book, watch an anime show, play among us.
That's impossible.
What's your CPU anyway?
C2D E7500
dont ask my why
Yeah, that won't help you in the long run...
Never even heard of that

Core 2 Duo is super old at this point.
ikr
another question, i actually copied ue4 from another laptop i had. the engine was completely running on that machine
and i skipped "DerivedDataCache" after reading that its not necessary. Can that help in any way?
i mean when machine is changed, shaders are supposed to be recompiled
It has 2 core, but each cores only have 1 thread. Which is no longer the norm with later CPUs.
My Core i5 6200 only took around 1 hour compiling 15K+ shaders, which is 2 core 4 thread.
Not guaranteed to help, though.
should i give it a go?
the DDC is where the shader stuff is stored, you probably wanted it. and yes it can be shared its more per platform not per machine (compiling a project shaders for SM5 is compatible between machines using that project)
Not hurt to try.
Though I should mention that creating new project might cause the editor to recompile the shader.
Usually when you're switching RHI or bring in new materials.
The sphere is on the player, as I put the weapon in the players hand always. This is only good if you have a single weapon in a game
its literally my first time booting it up. so it should be an empty scene i guess
if thats the case, any asset i import, means atleast 1 hour of wait time
on my machine
there are engine shaders to start with, then after that each permutation for material shaders. they all get stored in the DDC.
Also there is a "GetWorldLocation" node
Scene components work with it
There is also get relative and get absolute location, as well as nodes for the rotation, just type "scene component" in and you'll see all the options for it
where to get cars to use in unreal 4? I did download Vehicle Variety Pack but it only has tire rotating animation, in skeleton there's no socket for car or any thing else other than the tire
Marketplace has few of them - albeit paid.
Can you give a link to anyone of it that's cheap...
There's some low poly robots that are free for the month, it's not exactly a vehicle... But it might be a good idea to get them and study how they work. 🙂
Only saying this as a few of them have wheels and move 😛
My honest advice would be to take the vehicle variety pack, export the model into blender or the 3D software of your choice, and then separate the doors and other components you want to move. It's not too much hassle to animate them after that.
Other than that, go to the asset store, search for vehicle, and set your budget through the filters. There are some decent ones for around £5
Alright, I have used blender a bit, guess I'll learn how to animate, thanks...
can a mod delete my job post pls, it's done #freelance-jobs message
@toxic lily try renaming all of your variables to more meaningful names than 0 0
then right click the variable in the graph, and press 'find references' to see where you set it to true and don't set it to false after
Here's another preview of our very early game called speed break
I have an old Seagate SSHD hybrid drive, If I put UE5 on this and used it as the location for UE5, would the performance be terrible?
I need help with the new 3 person story game asset. It stucks at 45 and wont load. Any help?
hey guys I have serious problems with megascans. I can't import it to any software I have
I tried different medthods and nothing works
i found solution, but how do i do it
and where i need to open the defaultengine ini?
oh, ig i solved
its not stuck, its compiling shaders. just wait
it loaded
hey everyone , what are the options for trees in UE is Speedtree a thing i should learn for ue or its there somthing new i cant find any trees in quixel
guys, just wondering, is there possibility of making multiplayer browser games with unreal
Pov ur upload didnt wokr
4.23.1, yes , you can do multiplayer browser game.
I think WebGL is OpenGL ES 2.0 and UE remove support for32-bits on 4.24.
maybe someday HTML feature can come back when WebGPU is more mature.
yup, but 4.23.1 is solid and stable, if the project don't need the latest tech, still a good version to keep around.
that's sad
having an unusable user name and expecting people to reply to you.... lol
any help how do i control ue4 viewport game with a controller?
Hey everyone. What is the best way to setup a mesh to move when I click the play/simulate button? Im just looking for my mesh to move in a forward direction when I hit play. Thanks!
use sequencer
what is sequencer
Im trying to maintain the phyics of my boat cause right now when I click play it drops into the water and creates ripples. When I tried setting up some keyframes with sequencer it didnt keep the physics
well that wasnt what you asked lol
Also, I tried setting some keyframes for other objects and when I hit simulate it didnt move. Did I miss a setting or something?
add an impulse on tick if you are using physics
Yeah sorry. I was just wondering what the most basic way was to move something in that way, my bad
or if its a pawn/character, add movement input
Where would I add the "impulse on tick" option?
use the event tick node, and add an add impulse node to it
Okay ill give it a try, thanks!
alright
i got projectiles working
is there a way i can have it launch from my barrell instead of my actor body?
i have a socket just still cant seem to reference it
where does it launch from now?
from the actors body, the way the code is set up is from camera rotation and actor location
and how does it get the actors location?
so if i can replace actor location with a get socket
have you tried doing that?
what's that store for free assets on UE?
well what is the socket attached to?
the static mesh of my test handgun model
ive made a base weapon bp and a child from it specifically for the handgun
you need a reference to the mesh, then you can get the socket.
so where is the mesh at and how can you talk to it
i have it made as a bp in a seperate folder named weapon test
do i need to put in some kind of file path in the blueprint?
so the mesh is in a blueprint, where is the blueprint at in game? how do you spawn it or use it
when you spawn the pistol, the return value is what you want. You should save it to a variable and then you can reference it later to get the mesh and socket.
alternately you need to find the pistol later using other options, but if you plan on re using it, saving it to a variable is better
i think im starting to understand, thank you for your help and patience, how do i actually save that return value as a variable?
dont think ive done that yet
its semi new
Sorry to bother you again @grim ore I tried the impulse on tick and had no luck. Would trying to create a spline path for my boat work for when I hit the simulate button would the physics stay in place?
quixel!
Or is there a way to keyframe something in the sequencer for when I go to hit simulate in will maintain the phyiscs?
@toxic lilymost, if not all the questions you are asking, are covered in the basic docs and learning materials. you should take some time to learn the basics. Dragging off the return value will let you promote it to a variable.
🙏
its hard to guess whats wrong @vocal sorrel , its your code. Adding impulse is a way to add physics on tick, its similar to the way the rolling ball use to work. otherwise you can try adding force
okay so ive made a variable based off the return value of the actor and plugged into get actor locations however now firing as a function doesnt seem to work at all,
are you trying to get the actors location, or the location of the socket on the mesh on the actor?
you also need to make sure it's set to the item you spawn, and we cant see that code so we cant say its working or not. If it just never fires then something is broke. check the output log for errors
i understand now
okay ive plugged it into a get socket transform and set it to the correct socket
looks like the new issue is with the fire input now
doing some digging
well, i dont think the root component is the mesh that has your socket on it
think your right
feel like im close, just need to connect the mesh node somehow to the socket transform now
well those errors are due to your variable being bad, you never set it correctly
hmmm
and you would just get the static mesh that is on the actor, not the root component
i am really new to node system on unreal engine, could someone help me a bit with this thing i want (if press button. go to next level)?
what bit of that thing are you stuck with
when i click on file, the menu does not come up
Does anyone know the names to use for opening editor windows programmatically? I have the function down I just dont know what the windows are called. Plugins is "PluginEditor". I am looking for "Live Link" window
Hi eveyone, i'm making a system that change the project RHI. For do that I need to reopen the game. I would like to know if there is any way, when I start the game, it opens a secondary process dedicated to making this RHI change and then open the application.
If anyone knows something close to this it would be of great help.
What are these white line and how do I get rid of them?
@frosty sparrowrestart your editor
okay thank you
I forgot the node but when i press l i want my lights to turn on and when i press l again it will turn off
so i am not using released
there was a node but i forgot it
guys sorry for the disturb, do you know what I have to do (in BP) to make that the progressbar every second increase of 1?
I'm having a huge brain fart, whats the node that allows you to connect code to it and you can reference it to run that same code somewhere else
BP
is this normal
what does it mean
i put a light there and it is now in a lighter shade of grey
still says it
but there is a light source right here
I was thinking, is it a goodidea to make a master actor that handles all click interactions of buildings in my game? The idea being I position components manually as doors.
Or would performance be better if I make seperate BP per building door?
Try a different light and make sure it's activate
yea
hi, i am an absolute beginner and i want to make an 2,5d fighting game, however i dont know where to look or what to do. is unreal engine fit to make these type of games? and if yes does anyone have beginner tutorials or knows good ones?
or where to start
@grim ore can animation notify be used to make different meshes with the same skeletons have different animations occur during the same set of state machines
so the kid morphed mesh can do a flip kick for example but the adult model with the same state machine setups will do a chuck norris roundhouse kick with the same button input?
or do they have to have different skeleton meshes for that to possibly occur?
is there a way to rinterpto by taking the yaw rotation direction that would take longer? i.e. if I have the start yaw as 10 and target yaw as 40, I want to go from 10->40 by going in the path following the values 10 to 0 to -180 to 179 to 40 instead of straight from 10 to 40.
please @ me when replying, thanks!
nah, youre also able to right click it and choose if its on server or client
THANK YOU SO MUCH
I'm getting invisible faces on multiple models, resetting normals did nothing, would this have anything to do with unreal? modelled in max, textured in painter then imported
Heello everyone
I need help
why is unreal engine 5 stuttering so much?
Even if I have gtx 1050 laptop
also the nanite textures seem to be bad quality when I load them up D:
what is this
Oh wow
i still cannot get this socket projectile system working and ive read documentation
shouldn't these textures work better?
im missing something i just hoenstly dont know what it is at this point
heloe
Hey, are there any alternatives to the DestroyActor blueprint? The only one I know is "HideActor" but I'm hoping for any others
Alternatives that do what?
Like getting rid of an actor when it loses HP or on pickup etc
DestroyActor seems too... final
I mean... if you want the actor to go away, why would it going away be bad?
Emissive colour doesn't work in UE5? I applied the material but it doesn't glow. Am I missing some settings?
Scene capture is quite expensive (as it has to do an entire second render pass); you can use the GPU profiler to see where the slowdown is (Shortcut: Ctrl+Shift+,)
Hello everyone, since i'm having a lot of issues with ue4 ( constant crashs and i tried every solution online and still crashes ), i try to save everytime my project files inside UE4 but everytime it crashes i lose my progress and need to redo things again ( like importing textures / meshes ... ), which is the best way to save ( like ctrl+s in 3ds max which saves everything you have done ) for ue4 and do i need to rebuild the light everytime i need to save ? thank you
File -> Save All, or File -> Choose Files to Save
@gleaming creek thank you for your answer, do i need to rebuild the light for it to save ? it happend to me a time or two where i saveall and still lose a progress
@gleaming creek thank you very much for your help, thank you
it worked nicely, i guess the error i got before was a glitch or something but it worked just fine now and i didn't loose any progress
is there a way to switch betwen complex and simple collisions on the procedural mesh component?
at runtime
Do ya'll know if the SHooter Game fps project template thing is still a good resource to learn from for programming/general scene settup/good unreal practices? I remember that project existng yeeeears ago, so i'm unsure if such an old project is the best thing to look at as newer ways of doing stuff prob exist. or has it been updated? still a good resource?
Shooter Game template is being maintained to catch up with the latest UE4 version.
okay, good to know, i'll give it a solid once-over then. thank you!
how do I play a montage that has two animations in it like this?
what is unreals replacement for parrallax in ue5, i can understand why it was depricated for static meshes but i use parallax heavily on my character models making my entire game useless in ue5
is there any sort of replacement as of yet?
I guess Nanite replaced that, or there might be cone step mapping 🤔
Not sure though, I didn't mess around with UE5 that much.
the sad thing is nanite isnt a replacement, even in unreals own demo they had to slap static meshes onto the golum to make him have anything nanite
this works for non human characters but they later admitted because they cannot nanite a skeletal mesh you cant have things like wieghting and physics on a nanite mesh
does 4.26 have dynamic reactive water
gravity won't work on nanite objects?
nanite doesnt work on skeletal meshes
because u said physics won't work on nanite objects
nanite only works on static meshes, meaning if i want to multiply detail on my weighted character for physics its impossible to do so with nanite
this is a problem for scaling
for example when you play a game with a low and ultra setting the ultra setting usually doesnt have different meshes for characters, most of the time it is parallaxed to increase mesh resolution
but this isnt a thing with ue5
making all of my game settings for meshes need to be redone if moving to ue5
hmmm i see
why is so you dont need to make 1000s of different meshes for people who want to play in lower quality
my game is a cross platform for ios android and PC
parrallax allowed it to scale saving 100s of hours
I'm still sticking with UE4 because my game is being made for PS4 gen hardware in mind.
is there a convenient way to make like a skill tree screen where you can move the mouse and have it move the screen bounds somewhat?
anyone know if 4.26 has dynamic reactive water?
4.26 has the experimental UE water system
Yea, it’s has new cool water systems
But I wanted to know if it specifically has reactive water now because before you needed a plug-in from someone else
does anyone know how to display a BP's subcomponents that were created in C++ constructor
Does control rig need a skeleton
Hi!
I am looking for the way to duplicate objects with setting number of copies or how long the distance like Maya's Duplicate Special function.
Does anyone know if UE has this function?
is there a way to mirror the node?(flip the float pin to top while integer pin goes bot?)
cause it doesn't make a difference which way it is in multiplication right?
i want to know just to make code symmetric
Anybody knows what causes this error: https://gyazo.com/2bead6000364eeb8380cd0c0e3a71a8b
somewhere you did something wrong with a pin is all i can understand from that
in HUD/UI_HUD.UI_HUD
okay ive made some progress, fixed collisions and the projectile is generating when i fire, however i still cannot get it to fire from the muzzle of the gun, rather it insists on firing from the pelvis. not really sure how to resolve this, any pointers?
ya men
@modest trench like when i walk in the water, the water reacts
i have the get socket location node calling the skeletal mesh, and specifying the muzzle, but it still wont generate from the muzzle
With a pin, so it's in blueprint only. like input and output pins right?
Lmao whyyyy
xD it's beautiful
yeah
check where your muzzle socket is
and if you named the socket exactly
maybe it's case sensitive idk just copy paste the socket name
If you're using UE5 - I know that you can just right click the pin and change its type. Can't remember if UE4 lets you do that.
@severe warren nope still doing it, hmmmm
i did noticed
when i change the location of the skeletal mesh in the character bp it changes where it is spawning from
so right now, its spawning the projectiles from my feet
Yes.
Nah, keep it that way 
Also, isn't ALS already have its own player camera manager?
Also ALS is not exactly beginner friendly.
it does, im just trying to implement a projectile system
yeah, no kidding, im having alot of fun with it though, already managed to get custom animations in, working reloading and fire, holster, basic stuff
you just need to check if what you've written makes sense
and check if you are actually using the socket right or as you want to
i feel like i am, double checked the ref and spelling and it lines up
then try not adding anything first and see if the forward vector is what is acting up
cause the pawn rotation is on the collion sphere if i understand it correctly and your socket is all over the place within that collision capsule not exactly the same distance always
check if the projectile has offset or something
hey I just need some help with making an animation play when the player moves forward
could I please get some help with that
its a gun idle animation btw
Use state machines inside anim BP and "slot blending".
im sorry to be a bother but could u please be a bit more specific? Im very new to using ue4 @drowsy snow
I hate niagra
I downlaoded shit from the marketplace and I'm trying to modify some stuff and I can't udnerstand shit from this niagra system
Does anybody know how to get AI to shoot at a playyer, i have it roaming and sensing the player if he sees you he will chase you, i want him to actually attack the player
break it down bro.. need more details...
u want it to shoot? as in create a ball and launch it towards the player? check the first person template for a shooting projectile example
that's just way too generic.. be more specific..
Why image files that I export with "export to disk" node are two times less bright than the original image.
Original
Exported
I suspect it's something to do with HDR information 🤔
I never used that node though.
2D objects are usually a simple quad/rectangular plane meshes.
Hi guys, i m just getting started in Unreal, i ve been waiting for the ue5 to start and i feel like now would be a good point for me to start learning since it will definetly take me some good time before i can rly start doing somthing that would look good and maybe learn to creat my own things not just what i see on youtube tutorials, ultil then the ue5 will probably get even better, but i rly have no ideea where to start
In the meantime, start with UE4.
UE5 is still far from stable, and not good enough for learning purposes.
Hey, lately whenever I start my UE4 project for the first time on any give day, it automatically opens a browser window with the epic games store. Does anyone know what's up with that?
@stable needle it also happened with me for 4 to 5 days earlier but it stopped automatically.
@plush yewVery odd... But thanks, I guess I'll just wait for it to stop then.
It's the issue with the Epic Games Launcher.
Who out here has used the animal variety pack?
@drowsy snow Can i add you as friend? Don t want to bother you teaching me stuff, but maybe give me some questis to make so learn and figure things out, i rly can t make my mind up with what i sould start, like, should i start with landscaping or building scenes or learn lighting or with blueprint learning cuz i ve never programed but i ve been watching some videos on youtube about makeing manues and harvesting, fireing and i m kinda starting to get a little ideea about how it works
umm hey guys
i am in a bit of a pickle
when i try to make a new c++ class
it gives an error and sends me to the command prompt
soo ye
Sure. Though I can't guarantee immediate response, though. For starters, I'm in GMT+7.
What's the error? Have you disable the auto compilation in Editor Settings?
Well, haven't tested UE5, but I heard C++ creation is still broken in UE5.
Where did the camera shake go?
@rapid obsidian UE5 is currently on early access, they have neither confirmed not denied that the work you do in it will be transferable to the official release of 5, so you could be stuck in limbo if you devote to much to it.
in any case the error could be related to the libraries you have to have #ue5-general message
i am pretty new to unreal
i am jumping from unity
soo i am a bit worried but the curve
If you're new to Unreal Engine, I recommend you to do stuff in UE4.
there's no reason to use UE5 right now unless you're experimenting with specific features
it's really not ready for actual development
ik i wanted to try experementing with the lighting
and ninites
seems interesting
and the code i know really well is java
c# was too similer to java
but c++ has me intemedated
Truth is, you don't experiment with UE5 Early Access unless you already have experience in UE4.
k..
Use blueprints bruh
It's not an embarrassment to use Blueprints in Unreal Engine
meh
pro desktops
._.
laptops are not recommended for serious 3d work
i cant get pc cuz im gonna move out to USA in a couple months
I disagree.
Laptops are capable to do serious 3D work.
Some higher end laptops also have support for external GPU installation.
keyboards are sucky, you still need an external mouse. monitors are sucky, gpus are sucky compared to their desktop counterparts, ventilation is horrible so they thermal throttle at the smallest sight of work and they are more expensive, knock yourself out.
I'm actively fighting against poor shaming on laptops.
Some people are moving often for various reasons, and laptop would help them carry their work with them.
I'm not saying you can't do work on them, it's just an inferior experience
Better than not getting the work done when you're not in the house.
mobility is the selling point, but if you don't absolutely need it it's a waste.
And who knows if someone is going to be away from their home.
In short, you can do UE4 (and testing out UE5) with that laptop @nimble sand
It also would help you if you're going to move around.
Is there a way to turn off Redirectors? That Redirectors will be created? I always fix up redirectors, because I don't wanna deal with empty folders (secretly filled with redirectors) when moving assets around.
you are already fighting the good fight, fixing them up right away
so i want it to be able to shoot and kill the player, i.e shoot a projectile at the player witch damages them each time they get hit until they die
You should be able to repurpose the shooting logic.
oh, okay ill see what i can do
There's a lot to be considered here.
In some places and situations, having laptop is a better solution because of portability and getting a work done on the go.
Which is useful for semi nomads like me.
I just need a decent pc that wont stop me from making normal games but with no cap
right now, i get around 42 fps on low scalability. its workable, but i wanna feel like im using Unreal Engine
if you mostly do BP gameplaystuff you dont need much
if u compile source from time to time, or do high poly sculpts you need something better
Just remember, with laptops..the battery goes to s%$t. You cant really leave them plugged in like a desktop. You gotta charge at 30%, and take it off at 80%. Otherwise you kill the portability.
(Apologies for interrupting, which channel can I go to for help? There doesn't seem to be an obvious place 😄 Thanks!)
consider it a potato
yea yea im aware lol im using a laptop rn
i have an app which stops charging the laptop
at 80
gamedev is like 90% reading you can do that on a phone 😛
bella poarch video game, not clickbait
Why does it look so realistic haha
because it's well made and imperfect at the same time
True
its not 100% symmetric, which something where a lot of things can fall flat
it's just crooked enough to be life like.
ears are a bit different, nose is curvey, mouth is not symmetric, which makes it much better than just mirror half and call it done.
is that smoke coming from the ears?
@plush yew did u use somesort of desktop picture overlay?
uv projection
in blender edit mode click uv, projection, then import your image, then push n pull faces and verts to match the image
monster hunter character?
meta human creator
oh lol
while they look higher quality than anything i can make they seem pretty limited
saw a stream of a guy trying to make himself and he couldnt shape the nose like his
sliders are locked way too tightly
ow... its a 100% sculpt?
Is there a way to space out the contents inside of a horizontal box?
Hi all, i have a performance related question. We are using a lot of PFS volumes to generate a lot of foliage over a large area, the problem we are running into is that despite culling everything relatively quickly, we are still getting massive BasePass and PrePass dynamic costs (about 50ms in total) when the camera is far away. I have frozen rendering to make sure that everything is culled and indeed there is absolutely nothing there. It's as if we're rendering everything at once even though nothing is visible.
We are using 4.20.3
Anyone got any idea what could be up?
Hello @everyone who know what is the best asset for AI or NPC for open world game like GTA??In marketplace
Kind of a less UE4 question and more a packaging one... But I don't suppose anyone knows of a good installer? I just want something simple that can create a shortcut to my exe and pin that to the start menu. But most of all, install it properly as an application so I can search for it on Windows. I don't know if "installer" is the right term, so apologies if it's not.
Oh wait, I literally just shove a shortcut in the start menu... But now how do I make it appear in the programs list of windows? 😦