#ue4-general

1 messages · Page 1014 of 1

drowsy snow
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Though the tint stuff no longer works in newer UE4 version, so your best bet for the custom lens flares would be either:

  1. Use particles (Cascade/Niagara), or
  2. Use UMG and calculate the light source's screen position.
nimble tangle
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ty

drowsy snow
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Use For Each Loop with the actor array

worn granite
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thought it was "how expensive" myb

severe warren
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get all actors and for each loop

worn granite
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@severe warren BP only extension to sort and doing multiple dimension arrays of ... primitives?? ... is like $5 value

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oh macros exist

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Maybe still $5

severe warren
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i'll just be making 2d array version for now

drowsy snow
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Though my UMG lens flare trick requires line trace for occlusion stuff, and it doesn't work well with volumetric clouds.

I was taking a page out of GZDoom screen effects.

severe warren
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and sell it for 50 cents i guess

worn granite
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I don't think you can let users do a sort

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not in BP only

severe warren
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why?

worn granite
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generic equality operator is missing

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and comparison

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And you can't let them provide a function

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so you can support maybe all the primitives but not custom structs

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objects could implement a Sortable interface

dense knoll
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what about convultion lens flare textures?

severe warren
worn granite
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Ehhhh

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not really

severe warren
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lol then why did you specifically say generic equality doesn't exist

worn granite
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Containers are generic

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And to an extent so are macros

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Make a macro that can compare two random structs

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can't be done

severe warren
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it's not like i can make it a generic type

worn granite
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but you don't have to make a dedicated ThisIsMyRandomStruct_Array

drowsy snow
worn granite
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Array already supports ThisIsMyRandomStruct

severe warren
#

i don't fully understand what you are saying

dense knoll
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I never see the performance dip

drowsy snow
severe warren
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but it's not gonna be a really polished thing it's like a really simple implementation which can come in handy for people who are looking to work with 2d arrays

dense knoll
#

both have the same performance impact

severe warren
#

but setting items in arrays of structs of arrays is messy right?

drowsy snow
dense knoll
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my game is capped at 30 fps

drowsy snow
drowsy snow
dense knoll
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No, it was just a fix for me not capping the speed on a lot of my game

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because i used Event Tick everywhere

drowsy snow
worn granite
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Ray you missed the jump from one context to another. That you made. We were talking about your 2d array thing, but then you were asking me about what I mean by generic.

When I was talking about generics and brought up arrays, that wasn't a suggestion that you do your 2d array as array of structs holding an array

#

Anyway, do your thing. You can't charge 50c on the marketplace AFAIR so I'm not sure how you'll distribute

drowsy snow
dense knoll
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I dont anymore

worn granite
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Hot take: Tick isn't evil

dense knoll
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And that was when i was relativly new

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and when i ported some BP

severe warren
worn granite
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Assuming you mean like Javascript

dense knoll
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and having the game at 60 fps is wierd

drowsy snow
worn granite
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UE4 is statically typed

dense knoll
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yea now i see it

severe warren
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i was thinking of implementing a generic type with combining enums and structs but it's just a real basic idea i got and i don't know how i'd go about implementing that even if that is possible

drowsy snow
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I meam, if you have god tier RTX GPU and capped the framerate to 30 FPS, you won't necessarily notice it, but the stats you get will be misleading, and led to "unoptimised" status.

dense knoll
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but htis looks better

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than this

drowsy snow
dense knoll
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ignoring the dirt mask

drowsy snow
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(although Battlefield 3 loves to abuse it back in the day)

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You should disable the dirt mask first, it's not helpful to look at with it turned on.

celest merlin
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Hey, some of my static lights are not getting baked, anyone got any ideas what the issue might be? They are all the exact same blueprint a couple of meters apart lighting the same type of meshes and materials, but some just dont give off any light at all

dense knoll
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with the dirt mask off

drowsy snow
worn granite
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update your graphics drivers, try a different graphics card if you can

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can also try a system restart

drowsy snow
# dense knoll with the dirt mask off

That's acceptable tbh.

Though you can supplement it with the particle lens flare or UMG lens flare I mentioned earlier.

You don't seem to use volumetric clouds, so my UMG trick should work.

#

Try cranking up the TDR Delay in the Windows registry.

Substance Painter actually has a guide on how to do that.

dense knoll
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i do use volumetric clouds

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truesky

drowsy snow
dense knoll
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i am

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truesky just works better

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both in performance

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and not looking out of place when flying throgh

drowsy snow
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I think built-in Volumetric Clouds is way better because it's integrated deep into the engine.

dense knoll
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they dont work very well when flying throgh

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they look good

drowsy snow
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Increasing the GPU stall time before Windows kills the GPU driver.

worn granite
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airplane games use trusky

dense knoll
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but they just look out of place

worn granite
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Ace Combat, Project Wingman are notable examples of shipping UE4 games that use it

drowsy snow
#

That aside, I don't think TrueSky affects line trace so my UMG method might not work

worn granite
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anything else is a probably okay to use whatever

drowsy snow
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I never used TrueSky, though, so feel free to test it.

dense knoll
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playing PHSQ in 60 fps just feels

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off

drowsy snow
light stone
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I'm a beginner using UE5 and am having a weird bug. Whenever I hit 'play' some of the textures (materials) in the scene get jumbled up. Sometimes a mesh gets the texture of the landscape, sometimes two meshes swap their textures. It's different whenever I hit 'play'. Any help with this?

light stone
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wasn't sure if it specific to UE5, but I guess I can post it in there

plush yew
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in which channel can i ask for help?

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Hello guys, I have problem with the crafting system, the sad/bad thing is that I started from scratch doing the system again and I stuck on the same problem, the interesting thingh is that I follow the tutorial from youtube step by step and he has no problem with the stuff but I have
so the problems I think are 2

  • I have widget which is list with the crafting categories and I have scroll box but it doesn't work
  • when I get item and open my crafting menu I should see the icon of the item that I got
    and when I get the item I got these errors:
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how do i fix this im completly new to unreal engine

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How I can fix them?

worn granite
light stone
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considering I am a complete beginner I was thinking maybe it was just me messing up some setting. But yeah it's probably a UE5 exclusive bug

drowsy snow
kindred viper
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@plush yewyou have missed a reference in those places. Accessed None means its not found the right reference to get the information.

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I would make sure you are getting the player character reference first. It will fix any of the references that were based on that PC ref being accessed correctly.

brazen knot
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Thinking about messing around with a game idea and saw the UE5 preview was released

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Should I make it in UE5 preview, or just latest UE4?

drowsy snow
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UE5 is still not stable for productive use yet.

brazen knot
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Okay cool, thanks

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Do we know if its easy to update from UE4 to UE5 yet?

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when UE5 is released

worn granite
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unless you're an environment artist or something

light stone
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I tried that first, but even with a limited number of meshes in the scene my framerate is fairly low. When using Nanite I get around 120 fps consistently

drowsy snow
light stone
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@worn granite are there easy ways to improve fps in UE4? Because if I have like 3 meshes of the highest quality in one scene I get to like 30 fps

drowsy snow
light stone
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around 2k

serene birch
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for a single plain mesh, unless you are running collision code towards the full mesh itself

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performance is basically entirely driven by your GPU handling of it

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2k poly is tiny though, not something GPUs would choke on

light stone
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wait where do I check how many triangles a mesh has? It displays 2k for all of them

celest trout
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Is Unreal Engine really great, when it comes to create Top-Down 2-D Video Games?

drowsy snow
light stone
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yeah that's where I'm looking. It says 2000 for most of my meshes for some reason

austere flame
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i changed something and my map went invisible...

drowsy snow
austere flame
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can i fix that?

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the map is still in the content

celest trout
drowsy snow
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Though for walking sim type or simple JRPG type of top down 2D, you should use RPG Maker instead.

light stone
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ok with nanite disbled, my meshes display having between 500k and 2mil triangles. Is that a lot? Would it be normal to get low fps with those

celest trout
drowsy snow
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If you can afford the Pro or above tier to get rid of the "made with Unity" splash, then I'd say go for it. Not that the logo really matters in the grand scheme of things anyway.

celest trout
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Ah, I see.

Alright, thank you for the advice and the information!

austere flame
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my map went invisible

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can i restore it?

restive eagle
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with source control you can revert back to your previous version

austere flame
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how does it work

restive eagle
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if you dont have source until then it wont work

austere flame
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ok then

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then i have to do it again..

restive eagle
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either find who caused it to become invisible or use a back-up

austere flame
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i dont have both

restive eagle
#

but it's a good time to look into source control like perforce

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if you mess up something then it's just few clicks to revert it back

austere flame
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yeah i needed that sooner

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i messed op 100 times

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and had to do it again

drowsy snow
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Or GitHub if you're working in small team or solo.

restive eagle
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i think perforce is easier to start with

drowsy snow
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GitHub allows private repos for free, while Perforce requires you to pay.

restive eagle
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host it on your own machine

drowsy snow
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And I know how hard it is for some people to pay for software.

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Let alone buying a new machine.

austere flame
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i wont pay

restive eagle
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you don't need a separate machine to host perforce

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but for other team members for it to work ofc it will have to be on

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i assume he's working alone so there's no point in buying/paying for something

austere flame
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i hate this

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every 10 minutes

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it happens

plush yew
drowsy snow
austere flame
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idk im new to unreal

drowsy snow
#

It's from Substance Painter site, but it only involves Windows Registry.

austere flame
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after i close unreal, i always have to open the map to see my map

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can i make it automatic?

restive eagle
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project settings and look for default map/map when editor opens or smth like that

austere flame
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where are the settings again?

restive eagle
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project settings - maps & modes

austere flame
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i cant find

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nvm

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i found it

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thanks

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can i add like snow or something on the top?

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of the mountains

potent bridge
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I've got an issue, when I set a menu to visibile, how would I enable the mouse cursor to actually select those options?

reef glen
#

Does the engine crash for you if you try to add landscape splines in top orto view?

austere flame
#

u asking me?

reef glen
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no, you as in, the guys in this channel 🙂

restive eagle
austere flame
#

ok bc i also aways crash while working with landscapes

restive eagle
austere flame
#

gtx 1050 ti

reef glen
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1080 in my case

restive eagle
#

only asked because had a feeling that it might be some intelhd 😄

austere flame
#

lol

frail sail
austere flame
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i will ge ta new pc soon

restive eagle
#

just try updating your drives, can't really suggest anything else or just google

austere flame
#

its updated

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how can i add a new texture on a landscape

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like snow

grim ore
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have you looked at the documentation?

last topaz
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Hi, has anyone had the issue that the engine framerate drops super low (1-2fps) when you try to fly/move around the level?

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Just looking around is perfectly smooth

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Its a long standing issue that sometimes just pops up out of nowhere and i have no idea what causes it

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Sometimes restarting the engine helps, sometimes not. If not, restarting my PC helps, but its just temporary. After a few minutes it just starts chugging hard.

golden crane
austere flame
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i have a snow material

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but how to add it

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on top of the mountain

muted crater
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Howdy, if i wanted to have npcs animations lower their framerate based on distance from the player, where would i look at in unreal? unsure of what terms UE would use to handle that or where i'd need to make edits.

golden crane
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make a procedural terrain material maybe?

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i cant help u with the procedural material thingy
there are some great tutorials on YT

austere flame
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ok thanks

golden crane
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np:)

frail sail
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who needs 1000+ fps in UE4 anyway NunSmug

golden crane
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i generally get 12FPS on my PC

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without Raytrace

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just normal

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and if the scene has particles, 1 FPS or if im lucky, 3

drowsy snow
golden crane
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i3

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lol

drowsy snow
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No dedicated GPU at all?

golden crane
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na

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basically a home pc

frail sail
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well you should still able to run my game all lowest settings makes 2k fps lmao

drowsy snow
golden crane
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was baking a sim in blender

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came back

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PC dead

austere flame
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how can i make a copy of a project?

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or create a backup

drowsy snow
golden crane
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OR I THINK THERE IS AN OPTION IN THE LAUNCHER TO DUPLICATE THE PROJECT

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ISNT THERE?

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i just realized, i was typing with all CAPS

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lol

austere flame
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HOW IS MY LITTLE PROJEKT 20 GB

golden crane
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lot of assets maybe?

drowsy snow
austere flame
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i copyed the entire folder but i dont see it in my libary

drowsy snow
austere flame
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ok i have 2 same projekts now

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i hope nothing will happen to my backup

drowsy snow
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In the open project dialogue, you should see an option to browse for the .uproject in the bottom right hand corner.

austere flame
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i have it now

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its in my library

golden crane
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lol

drowsy snow
golden crane
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ah

austere flame
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i hate the crashes

midnight wren
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for some reason, after i closed my project and went back on, some of the code doesn't work anymore, and now I have to manually possess a character after pressing play

drowsy snow
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Unrelated to UE should go to #lounge please, and then I can counter you with that argument.

old nimbus
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o sorry

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my bad

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Wasn't aware that there is #lounge too 😳

austere flame
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how can i make a projekt into a exe file?

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thanks

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how long will it take to package a 20gb projekt

drowsy snow
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Also whether you include editor contents or not.

midnight wren
drowsy snow
cobalt pine
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have a question about fps arms - if i have separate anims for the gun (like the mag coming out of the weapon mesh during reload) and for the arms (the character grabbing the mag during reload), do i have separate animBPs for the gun, and for the character, or whats the best way to set this up

drowsy snow
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The Shooter Game example might able to give you some idea.

austere flame
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its compiling 9000 shaders 😭

drowsy snow
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I think that the launcher's vault should have tooltips when hovering on an asset pack name.

austere flame
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how long does that usually take

drowsy snow
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Welcome to Unreal Engine, gentleman.

drowsy snow
austere flame
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yeah fuck

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think i will go to sleep while this is running

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i closed it

winter gale
severe robin
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How small can one make an android apk export in Unreal? At what size of assets does it become feasible to use Unreal over Unity for a 3d game?

drowsy snow
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I think Genshin Impact does the same as well, also a Unity game, and might be larger than that. (The PC and PlayStation port alone took 16 GB installed)

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With the "installer" portion only of the game, it might bring the APK size down to 100 MB or so.

severe robin
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How small would a blank game apk be in Unreal?

drowsy snow
severe robin
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That's nice and small.

deep stump
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I'm messing around with animations and haven't really before so excuse my noobyness. Is there a way to "spawn in" my weapon and play the weapon animation so i can adjust the key frames for the character animation within the editor?

severe robin
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I suppose for game over 60-70 mb, Unreal would be a good choice.

drowsy snow
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Also worth mentioning that by "without any plugins", I mean all of the engine plugins disabled. You may need some of those plugins activated to get a working game, and some also used in packaging so the size can go up in MBs rather quick.

severe robin
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As an example?

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Of a plugin.

grim ore
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spline? paper2d? vehicles? physics

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etc. etc. etc.

severe robin
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I don't use Unreal Engine. I am attracted by more features out of the box.

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Than Unity.

grim ore
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there is no real answer to how small or large it will be, its project dependent

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Unreal can be smaller or bigger than a project in Unity

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@deep stump#animation might have a better answer but if you have a socket on the skeleton you can right click in and add a mesh as a preview but I dont think you can have it play animations

severe robin
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In what case would a game made in Unreal be a smaller size than a similar one made in Unity?

drowsy snow
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In other words, my 20 MB example is as extremely low as it would probably get from a blank project.

deep stump
drowsy snow
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It's not as simple as "which engine has the smallest size footprint"

deep stump
grim ore
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I did say I dont think you can have it play animations

drowsy snow
deep stump
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Ah, alright. Thanks. Sorry I misread lol

drowsy snow
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Though you can have the weapon animation played along if you're doing it in Sequencer (and using Control Rig)

grim ore
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^^ that was going to be a suggestion but its different than normal anim sequences, maybe #animation has a betterer answer

severe shale
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Hey. I see this discord has a lot of channels. Which channel can I get some basic help?

grim ore
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yes

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weird question honestly lol

deep stump
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Yeah, I'll mess around with it. I posted in #animation. We'll wait for a response but I'm just experimenting with a few things lol. Thank you both

grim ore
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I mean? " I have problems with niagara, should I use the #audio channel for help?"

severe shale
nimble tangle
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It seems like if your question isn't related to the specific channels, ask in this one.

grim ore
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yes but this is the general unreal engine channel for general unreal engine stuff. if its a general unreal question you would ask it here otherwise... #channel

drowsy snow
grim ore
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also #dontaskjustask

severe shale
#

Alright

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So I have a 3 lifes bar which should decrement a number whenever my character dies/respawns. I just can't make it so it decrements inside my blueprint

drowsy snow
severe shale
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I think it's easier if I send prints and explain through them

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Can we talk in DM?

drowsy snow
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Sorry, not at this moment.

drowsy snow
severe shale
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Do your thing

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I'm not here to bother anyone

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Yep you're in the wrong place. You play pubg and you're also complaing about fortnite in a unreal engine discord server

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Fortnite is its own game. It doesn't need to be like other games to be good

buoyant graniteBOT
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:triangular_flag_on_post: JoeZ#6914 received strike 1. As a result, they were muted for 10 minutes.

severe shale
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I would like to send my blueprints. If possible could we talk in DM?

tall pilot
#

there's a blueprint pastebin right?

drowsy snow
grim ore
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@severe shaleits possible but I don't have them enabled so you wont get a response

severe shale
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👍

uneven hemlock
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how does one lock the rotation via blueprint

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pls help me

gaunt abyss
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(Hopefully didn't delete any other messages from other conversations)

deep isle
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Hi all. I'm fiddling around with a PC Game: Post Scriptum's SDK. I'm wanting to export the character models to FBX/or OBJ so that I can upload them to Mixamo.com

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I'm using the select object > file > export selected > OBJ/FBX

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But Mixamo can't upload them 😭

drowsy snow
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Try reconverting the FBX with Autodesk FBX Converter 2013 (it's a semi-abandonware, you don't have to pay)
UE4 editor's FBX exporter can be weird sometimes.

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In case you missed it, @deep isle

deep isle
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Okay, thank you! I will give that a shot. Have you had any experience in Mixamo?

grim ore
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@uneven hemlockI dont think you can generically set that at runtime in a BP, you can on the character but thats special

uneven hemlock
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ok

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thx

vale silo
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drowsy snow
deep isle
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IF it has no Support on UE Skeleton, would that make my attempts of exporting a static mesh out of UE4 to Mixamo futile? @drowsy snow

drowsy snow
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As you see, Mixamo's and Fuse's rig don't have a dedicated root bone, and often screw up with retargeting process with UE skeleton.

grim ore
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there's ways of making it work, it's just work making it work and unsupported

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so finding another option is betterer

deep isle
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I just need the character mesh from this game to be supported/uploadable to Mixamo... I'm not too smart on all this

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I'll pay some dough to anyone who figures it out

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Just throwing it out there haha

grim ore
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@deep isleare the assets in UE4 that you want to get out? have you tried exporting them out with the right click asset menu

drowsy snow
deep isle
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@grim ore When I right click the file in the content browser in UE4 and go to Asset Actions > Export. A file save window appears but FBX and OBJ are not listed as tutorials/videos online say they should.

drowsy snow
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Back then they used to have support for UE4 skeleton, but for vague reasons, they omitted that support out.

deep isle
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But when I place the mesh and then select then go File > Export Selected > FBX and OBJ appear. I'm not sure if that's answering your question.

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@drowsy snow That's crummy.

grim ore
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so what options do you have in the export window under asset actions?

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because I can say manny works

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Im guessing you might not be using the skeletal mesh as the object to export

deep isle
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@grim ore Huh, holy crap. I just checked again with a static mesh and the OBJ/FBX appear as export options through the Asset Actions method

grim ore
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yep so what are you trying to export out for this character?

drowsy snow
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He's modding a UE4 game - the tools are stripped down UE4 editor officially.

deep isle
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@grim ore Really I'm trying to get the figure/mesh. I'll also need the materials/textures to be applied

grim ore
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yes so... what are you trying to export

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what asset

deep isle
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Oh one second I'll show

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WW2 Rangers from the game Post Scriptum

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Ignore the right screen LMAO

grim ore
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you can alt-print screen to only grab one window

fierce tulip
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thats my face looking at this screenshot

deep isle
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😄

drowsy snow
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😳

fierce tulip
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you might wanna do that due to names showing

deep isle
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YEah

grim ore
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what options show up when you right click asset export on just that skeletal mesh? the pink underlined one

deep isle
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@grim ore It actually shows FBX and OBJ now

grim ore
#

there ya go

deep isle
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So I saved one as OBJ and one as FBX

grim ore
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yep try that might get lucky, the default fbx should be fine for skeletal meshes

deep isle
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HOLY FUCK BOYS

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ITS THERE

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MIXAMO TOOK IT

grim ore
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yep its just getting it back into UE4 that fails heh

deep isle
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Hahah

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Mathew! If I pay you could you be my go-to helper on this?

grim ore
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well it doesnt fail to be honest, you can use it as long as all of your stuff comes from mixamo

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appreciate the offer but I don't do paid work

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plus no time for it lol

deep isle
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$$ = Time

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Thank you either way though

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I'll probably be back in here trying to figure out how to apply the materials to the mesh 😄

drowsy snow
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Though I wonder what it takes to strip down UE4 editor to be a mod kit 🤔

deep isle
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Not sure! @drowsy snow

drowsy snow
deep isle
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Hahha

drowsy snow
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It seems like UGC is what I need for adding mod support, though I wonder if someone who uses the vanilla UGC plugin can bring in content to a game with UGC enabled.

I'm kinda concerned about the difficulties that might arise from distributing dumbed down UE4 as the mod editor.

deep isle
#

@grim ore So in theory, I can take this mesh that's not been brought into Mixamo. Use an animation, set my parameters of the animation. Download the animation out of Mixamo, bring it to UE4. Apply the texture/materials there (currently Mixamo isn't doing such a hot job).

drowsy snow
vagrant hornet
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i cant find a rock texture that looks good for moutains?

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i tried granite but it looks like snow

fluid lance
#

@drowsy snowBut there is something very close to that, can't remember what it's called, but if you look at ue's news and community spotlight for last month or before that (maybe 2 months ago), they feature that engine (based on UE) which manages like 99% of everything, feels a lot like a mod kit

buoyant compass
#

I'm having a weird issue where my CharacterMovementComponent won't show anything in the details panel. It's just completely blank.

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Anyone know how to resolve this?

fierce tulip
#

@bitter ether please read the #rules posting in multiple channels is not allowed.

#

looking at your history, youve done it multiple times, so this is also your last warning.

bitter ether
#

ok, I'm very sorry...

#

I'm going to read them!

plush yew
#

does anyone have any good tips on stealth level design? FYI the main mechanics are shamelessly ripped off- sorry "borrowed" from the arkham asylum predator sections

#

im only asking here because the only thing i could find on yt was the gmtk videos and those were a bit to general

fierce tulip
#

i'd check gamemakers toolkit on youtube, and search for their stealth videos

plush yew
fierce tulip
#

ah sorry, missed that last piece of text

plush yew
#

Don't worry, happens all the time

fierce tulip
#

there is also extra credits... ish

winter rain
#

Does anybody know what it means when an animation sometimes works? When I press a key it triggers the animation. However sometimes it shows the clients that it is triggered and not the server, sometimes the server and not the clients, sometimes one client and not the other or the server... every combination seems to happen. Does anybody know what might be causing it with just this information?

plush yew
#

well it could be because the level is too big. I dont know why but whenever I make a big landscape, the characters animations can start glitching out but when I make the level smaller the character anims go back to normal.

winter rain
#

I'm using the default 3rd person character map

plush yew
#

UE4 or UE5

fallow hornet
#

Is there a way to take an existing set of static meshes and link them to a skeletal mesh?

winter rain
#

UE4

next badger
#

@winter rain#multiplayer hope you aware how replication works, what is relevancy and what difference between states and event replication

plush yew
#

did you try deleting and rewriting the code? That worked for me one time.

pliant copper
#

ive tried to make a pan blueprint , it works kindof....

#

is it just wrong?

winter rain
#

Yup this isn't my first replicated animation, currently in the process of rewriting it, didn't realize there was a multiplayer channel my bad

pliant copper
#

my close and far clip planes are to the extreme , my camera is orthographic

next badger
pliant copper
#

i tried it with perspective and there is no difference

#

ive set the fov of my perspective camera to 5 so it looks like its ortho :D

next badger
#

@pliant copper "deproject" is actually transform screen position to 3d position and the 2d screen located at camera plane

pliant copper
#

so do i use something else?

next badger
#

so you have to add some value to that vector like + camera vector*500

pliant copper
#

is that what makes it all jittery?

next badger
#

it what cuts one in half

pliant copper
#

i changed the last part to actor world offset, but ima change it back

#

everything went black :(

next badger
#

i've said to shift it by 500 x camera vector (also forward vector)

pliant copper
#

shift deproject screen to world by 500 x camera vector

#

?

next badger
#

where is camera vector on your graph?

pliant copper
#

im using the player controller position for screen to world, no camera

next badger
#

there is always a camera, you can't have image w/o camera...if you have no one ue4 will spawn one for you, otherwise you won't see anything

pliant copper
#

do you mean something like this?

next badger
#

it's location, get the forward vector

pliant copper
#

ok

#

and do the same for the one above?

plush yew
#

Quick question is there a way to get what type of actor caused a collision?

#

i.e. see what "actor" triggered it

next badger
#

@plush yew cast the actor to a class you want to confirm, or you can define the collision profile if you only want to overlap with specific types

pliant copper
#

is this correct?

plush yew
#

@next badger the cast fails for some reason..

next badger
pliant copper
#

k

next badger
plush yew
#

ah right! yeah i suspected. Any idea to find what actors causing that trigger in the first place?

pliant copper
#

it doesnt move at all :(, ive tried 1,2,100, 500,1000 when * the camera forward vec

next badger
#

@plush yew well, the returned actor causes it =)))

plush yew
#

is there an actor name variable i can print out?

#

cant seem to find anything...

#

oh i got it

#

its got a tostring()

#

Thanks

next badger
pliant copper
#

ill check

next badger
#

@plush yew you can set the collision profile, and it will only be triggered to specifically defined colliders

plush yew
#

Right, thanks

pliant copper
#

0.612, 0.612, -0.5

next badger
pliant copper
#

(X=0.000000,Y=0.000000,Z=0.000000) , in the editor ?

next badger
#

when you click?

pliant copper
#

k

plush yew
#

How does one makes Spline mesh mouse events work ?

#

Especially the "on clicked" event or "on cursor begin overlap" event,
Both don't work
And i've set up the collision setting for visibility channel to block and mouse clicks are enabled in the controller

pliant copper
#

the plane doesnt get moved at all

#

its the player/camera that should move

next badger
#

@plush yewi think it does not support those, you may try to check if the mesh you're using have the "use complex as simple" collision

#

bit it may not work

#

@pliant copper oh...you're moving the camera based on ITS OWN POSITION?

pliant copper
#

ye

next badger
#

well, good luck then...

pliant copper
#

is it that bad to do?

#

it was working with my original blueprint the way i wanted it to, just kindof looked broken

next badger
#

well, you have a screen, that is attached to camera, then you're moving a cursor on that screen...and you want to move the screen you're moving mouse on to a new location?

pliant copper
#

yes

#

that makes less sense now that i think about it

#

altho

plush yew
#

It's weird that the event exists if it's not supported...

pliant copper
#

you set a starting position when you click, then while its held down, you get the delta between the current mouse to world position and the camera then move the camera by that

next badger
#

it's not impossible, but i think some work need to be done to make this setup work, as it needs to cache the location etc

pliant copper
#

so even if its moving it should be okay?

next badger
plush yew
#

hmmm

next badger
pliant copper
#

im trying to recreate a simple project from unity into unreal, and i have a script in unity C# that works for moving moving the camera the way i want, so i tried to recreate it in blueprints, let me load up the project and show you it

#
if (Input.GetMouseButtonDown(0))
{
  touchStart = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
  Vector3 direction = touchStart - Camera.main.ScreenToWorldPoint(Input.mousePosition);
  Camera.main.transform.position += direction;
}

thats in the unity Update() equivalent to unreals Event Tick()

#

this works fine so i would have assumed it would be fine in unreal

#

ill try make it in C++

#

but i have no clue how unreal c++ works :(

next badger
#

@pliant copper well, it was kind of working before...but it's a lot of places where it can went wrong, btw c++ won't help you there, as it may turned more complicated than BP

pliant copper
#

true :(

#

ima revert it to when it was working

next badger
pliant copper
#

oo thanks

deep isle
#

Okay guys. I'm trying to retarget some animation to a mesh

#

All the work is done. But how the heck do I turn this dude

#

He's facing the wrong way LMAO

pliant copper
#

unfortunate

deep isle
#

I open up the skeletal mesh file and turn him

#

Then save

#

but it doesn't stick

#

please

#

The two meshes are already in the UE4 Content Browse

#

Or maybe I don't understand what you mean

toxic cliff
#

anyone know how to remove this frame from the camera in the metahumans project?

loud knoll
#

it is missing a Post proc material so find it and plug it in or fix the Post Proc Vol

#

also could be Post proc in the camera

toxic cliff
#

@loud knoll thank you! I will check that out

pliant copper
#

does event tick run before input events?

toxic cliff
#

@loud knoll it's on the main perspective camera and when I turn off the PPV it's still there🤔

grim ore
#

its the shaders compiling still

deep isle
#

@plush yew Import the Maximo mesh? Or the soldier? The soldier is part of the SDK I'm working in

#

Okay I opened up the editor on the mesh of the one that's facing the wrong wayu

#

Clicked Reimport mesh

#

Now searching for the file

#

When searching for the file I'm unable to find it on my PC

#

The mesh is preloaded as part of a Modding SDK for UE4.

#

I'm not sure if that has to do with it

#

Yeah when I click reimport mesh and I search the file directory of the SDK to the same path the mesh is located in for the UE4 Content Browser it doesn't appear for reimport (because its saved as a usasset file and not OBJ/FBX like the browser importer wants the files to be)

#

RIP

#

The man shall never turn

#

UE is a fantastic program, but it can't turn people 😄

#

Sorry I've been at this for 5 hours and am barred from success because its a research project trying to turn my dude

#

I find that a bit ridiculous

#

Thanks for trying to help though

grim ore
#

well your trying to do sometihng your probably not supposed to be doing

#

but you exported the character out to fbx, that is what you reimport

deep isle
#

@plush yew I did reimport actually, ended up just exporting the mesh to FBX. Then hitting reimport and there sadly was no transform section

#

@grim ore Yeah just came to that epiphany and gave it a try. Won't let me turn him 😦

grim ore
#

when you reimport its in the details panel of the mesh. you change it then reimport

deep isle
#

@grim ore Como este?

pliant copper
#

I made this panning blueprint, when i click it resets the camera postion or something, (the platform goes to the middle), everything else works as i want it to, but i dont know why its happening

grim ore
#

how far down did you scroll... @deep isle

deep isle
#

All the way down

grim ore
#

ah wait ok so if you didnt import it with the modified properties in the first place they are not going to show up under import

#

so you are going to need to import it again like it was suggested before and replace it

deep isle
#

That sounds right ^^ haha

#

Okay

#

I shall embark on this

#

haha

grim ore
#

@pliant copperread your code outloud to see what it is doing, what does mouse click do?

pliant copper
#

saves the mouse positions after inverting some of it to a vector3

deep isle
#

MY GOOD SIR

#

@grim ore YOU WERE RIGHT

grim ore
#

ok so you have a saved value, now on that same frame since you are ticking what does the tick do since the mouse is now down?

deep isle
#

I HAVE FOUND THE TRANSFORM SECTION AND HAVE SUCCESSFULLY BEGAN TURNING MY MAN

pliant copper
#

sets the world location of the camera to that saved position - the current mouse position

grim ore
#

and what was the saved position on that same frame that you just set?

pliant copper
#

the same?

#

as its current?

grim ore
#

yep, which means your result is 0

pliant copper
#

:(

grim ore
#

which you then set the location to 0,0,0 in the world which is the middle

pliant copper
#

so thats why it resets

#

do i just using a "branch"?

#

i really hate branches, they like poor man if statments

grim ore
#

they arent like, they are if statements

#

and they are part of normal programming

pliant copper
#

ik but i find them the worst part of visual scripting

#

using language better but unreal c++ doesnt have as much tutorials as blueprints and its slower to learn

grim ore
#

blueprints re the same as C++ just prettier,its the same code on the back end

pliant copper
#

yeah, that i find cool

grim ore
#

you might want to see about making your code do relative setting of the location

#

similar to what you have now just adding the value to the current location instead of setting it completely

pliant copper
#

what about the SetRelativeLocation node?

grim ore
#

pretty much yep

#

I think add relative might be smarter in the end

pliant copper
#

oh no

#

so it works

#

but its way too "aggressive"

grim ore
#

you can clamp it them, the values

#

so they dont go too fast, or add sensitivity (multiply it by a small value)

plush yew
#

How does one get the 4.27 preview working through the launcher?

grim ore
#

like amount to move * 0.1 = 10% move speed

pliant copper
#

mATHS

grim ore
#

@plush yewit should show up at the top of the list of engines to add

pliant copper
#

oh it still resets its position tho :(

plush yew
#

Yeah... Not for me

grim ore
#

what is at the top of the list of engines to add?

pliant copper
#

5.0 cooler :D

plush yew
#

4.26.1 I believe

grim ore
pliant copper
#

mines the same as that btw

grim ore
#

you could consider just taking advantage of the fact you are using tick to move the camera relatively. old location - current location = amount to move. after you move it, you save the current as old location. this should work, you would have to store old location = current location when the first time the mouse is down just to avoid large jumps tho

pliant copper
#

ok

grim ore
#

I think they might not realize the number is a drop down

plush yew
#

Ah lol. Thanks!

deep isle
#

Mmmm isn't she just beautiful lol

#

@grim ore But the reimport did work!

pliant copper
#

if thats normal, what does it look like when it fails?

deep isle
#

@plush yew Yeah I'm on this one video that i've been using for a couple hours

#

I think I just got to do something to the new reiumported mesh

pliant copper
#

im trying to print string a vector but it not only prints the vector but also my mouse position?

#

the x,y,z have mouse pos attached,

#

after some inverting, SO WHY does it print my mouse xyz and my vector that comes from somewhere else?

#

my mouse was in the top left of the screen when i took this screenshot

#

so the top print is my mouse pos, and the one below is the platform's position ( behind the print)

#

isnt that abit silly?

#

but if i delete that one print

#

then there is no other things printing

#

and i made the blueprint

#

and when i change what it prints it sometimes doesnt have mouse pos aswell

#

very dumb

#

i did until i didnt

coarse turtle
#

SO anyone knows how to use the new Oodle plugins for UE4.27?

plush yew
#

Anyone know how to increase the sub surface area?

#

like how do I make it encompass the entire cube

drowsy snow
#

Have you set the light's transmission enabled?

plush yew
#

yeah

#

this makes no sense to me

#

changing it from black to white doesnt affect it

#

how would I enable this

#

anyone aware of how to turn it on?

#

I wrote my own profile

#

but i cant select it

#

its greyed out

remote thicket
#

Is there any way to make a ball not bounce when it rolls too fast? Polygons and stuff, can't make a perfect sphere with no edges, etc.

grim ore
#

use a sphere for the collision instead of the mesh itself

#

otherwise? make it trace each frame down and move it to the surface perhaps?

remote thicket
#

Do you have a tutorial for setting custom collision meshes? I'm pretty new to this :/

grim ore
#

no, but its not too difficult. open the mesh by double clicking on it, go up to collision and remove anything that is there, then add a sphere collision from the same menu, then make sure in the details panel its set to simple complexity

remote thicket
#

I did that but it still starts bouncing when it gets up to high speeds. Are you sure the tracing thing wouldn't mess up intentional bounces from ball-on-ball collisions?

#

At least it actually rolls now

grim ore
#

it definitely might, you might have to end up having custom code to handle high speeds. You could try turning on CCD as well (continuous collision detection)

remote thicket
#

How would you go about that? I've got a solid grasp on how to make blueprints and import stuff, but that's about it

arctic path
#

lol starting to realize... i scaled my world to large compared to the player.... oops.

drowsy snow
# plush yew

Change the shading model to Subsurface Profile

plush yew
#

it is

#

im asking how to increase the subsurface radius lol not how to enable it

grim ore
#

@remote thicketCCD is a setting on the mesh in its details panel

#

you can also play with the physics settings on the mesh and also look at physics substepping in the project setting

#

lots of "tweaks" mainly due to how collision is handled based on the frame rate

remote thicket
#

Is it possible to do it based on something other than framerate? I don't want things to get all janky if when the game lags

grim ore
#

thats what CCD technically helps with, and the substepping settings

obsidian sinew
#

does anyone know how a 2d sidescroller could use cruved stairs? is there a way for the camera and movement axis to be rotated when reaching a certain point?

grim ore
#

depends on how you set up everything, if its a true 2d side scroller you probably end up changing the art and not the camera. if its fake 2d (3d in a flat world), you can rotate the camera with the player but then your art has to be designed to handle being viewed from those sides or to rotate

obsidian sinew
#

alrighty

grim ore
#

i can say someone asked this same question and I had no problem using the side scrolling template (3d) and set it up when I hit triggers it wold rotate the controller for the player with the fixed camera and I could "rotate" the world

zenith needle
#

How should I use a metahuman as a skeletal mesh?

#

Cause when I import it, it is.a blueprint

grim ore
#

you can use how its set up in the blueprint and duplicate it in your blueprint, or use the supplied bp

plush yew
#

guys i need some help, for some reason when i try clicking different buttons it just wont work

#

like file, edit, window, help, and even when editing a blueprint i cant right click for nodes or anything

#

i want to get into game dev but this is really preventing me from continuing any further

grim ore
#

what version of the engine?

plush yew
#

let me check

#

me waiting for the epic games launcher to actually open

#

there we go

#

4.13.2

grim ore
#

that would be why, you need to install a newer version. 4.26 is the latest

plush yew
#

does the epic games launcher not provide the latest one?

#

thats weird

remote thicket
#

@grim ore Idea - What if you could make it so a ball would stay a set distance away from everything else, skipping the actual rolling thing altogether?

grim ore
#

it does provide the latest, click the + and what does it show at the top of the drop down list @plush yew

#

@remote thicketyou could do that by attaching it to something else, or just having it move to that distance on tick

plush yew
#

its grayed out

grim ore
#

what does the screenshot show below that

plush yew
#

Early access 5.0.0

grim ore
#

and its not installed right?

plush yew
#

it isn't.

grim ore
#

so the engine wont let you install more than 1 at a time

plush yew
#

i don't have any engine installed

grim ore
#

click the drop down and install 4.26 if you want the latest

plush yew
#

i uninstalled the outdated one

grim ore
#

correct, you have an install pending

#

its not going to let you try and install more than 1 at a time

obsidian sinew
#

ive got another question lol

plush yew
#

i can't seem to find the latest one

#

should i just use early access

grim ore
#

click the drop down...

plush yew
#

i did

grim ore
plush yew
#

it only shows the EU

grim ore
#

what does your shows

plush yew
#

5.0.0

grim ore
#

shrug if that drop down only show 5.0 then uninstall it all and try again and hope its not broke for you

plush yew
#

i don't have any engine installed

#

i uninstalled it when you told me it was outdated

#

lol

grim ore
#

show what that drop down shows

plush yew
grim ore
#

i showed you what it shows for me and everyone else, what does it show for you

plush yew
grim ore
#

does that screenshot look like mine?

#

still doesnt look like mine

plush yew
#

i don't have a clue where that is

grim ore
#

click the drop down where it says 5.0.0

plush yew
#

OH

#

I GOT IT NOW

sterile perch
#

Hello, i exported and packaged my game and it plays well on my pc but when my friends try to play it it shows this. Is there something i did wrong?

grim ore
#

what did you give your friend?

neat galleon
#

Yeah it is very strange, for some reason the launcher is defaulting to 4.13 for some people

#

I had a friend try to install ue for the first time a few days ago and it defaulted to 4.13

zinc cloak
#

unreal engine 4.26.2 is not showing in epic launcher, what might be the reasons for this?

sterile perch
#

Nvm its blurry but i gave the exe, engine and other files that i had after exporting the game

golden crane
#

shud work then

sterile perch
#

That's why im confused why they can't play it

golden crane
#

idk
never happened with me

novel scaffold
#

what license should i get

#

can someone help

#

does this mean all my games have to be paid

#

the green one

#

pls

#

help

drowsy snow
novel scaffold
#

@drowsy snow what is linear media stuff

#

i wanna make games

drowsy snow
#

If you want to make games, choose the former.
If you just want to make linear, non-interactive animations, choose the latter.

#

Linear media: Videos, films, TV shows

novel scaffold
#

what ins internal and free projects

#

oh

#

yea

#

i am not doing that

#

what is internal and free projects

#

@drowsy snow

#

anyone

#

what is internal adn free projects

#

and what is custom applications

fleet jackal
#

Hi i'm new here and to unreal as a whole. When im working on a project for an extended period of time the editor goes black and when im off it it goes back on but goes black when i click on the editor.

#

I have a i7 with 16gb of ram and an Nvidia RTX 2060 Laptop. i am running a second monitor on my hdmi port with a lower frame rate. What could be the issue?

toxic lily
#

anyone know what im missing here? trying to get a muzzle flash particle to attach and play when firing

novel scaffold
#

Guys

#

Can I not publish free games with unreal

#

with publisher license

signal flower
#

can I open projects on older version? I lave 4.26 project but my UE is 4.25. this is a tutorial project for plugin, so I really need to open it...

plush yew
novel scaffold
#

Guys

vagrant hornet
drifting elbow
#

today I learned: No uasset is better than a corrupt uasset.

agile hornet
#

Hello

#

Can i ask questions over here?

golden crane
golden crane
regal mulch
plush yew
agile hornet
#

I cant make folders in my content browser

golden crane
#

huh
weird

agile hornet
#

It says "Failed to create folder"

golden crane
#

idk
try restarting the Editor maybe?

regal mulch
agile hornet
golden crane
#

im sure this aint ever gonna open

regal mulch
#

1.2k isn't a lot though?

golden crane
#

but why so many shaders?

#

its a new project

#

nothings in there

novel scaffold
#

ok thanks

regal mulch
#

Some Engine Materials are always there

novel scaffold
#

I am gonna learn ue5 wihtout ue4 good idea?

regal mulch
#

1.2k is still nothing though

golden crane
#

ya for a computer built for this typa things

regal mulch
golden crane
#

im on a crappy laptop

novel scaffold
#

ok thanks

#

will the change be massive

#

from ue 5 to ue

#

4

regal mulch
#

No

#

UE5 is basically UE4+

novel scaffold
#

ok thanks

regal mulch
#

New systems, updated UI, and some old stuff is improved

novel scaffold
#

code wise?

regal mulch
#

But the overall workflow and code will stay roughly the same

novel scaffold
#

ok thanks

golden crane
regal mulch
#

We already have a Water System, right?

agile hornet
plush yew
#

would it honestly be an issue to use UE5, like will the flow be fine or would we run into issues

golden crane
#

like inbuilt oceans

regal mulch
#

Never used CryEngine, so no idea. I don't think so.

#

Well UE4 got Fortnite's Water System, which allows Oceans

golden crane
regal mulch
#

Try it :P

golden crane
#

aight

#

i will

#

:)

regal mulch
#

@novel scaffold It's probably good to check #unreal-faq for UE5. There is a post about bigger changes that come.
E.g. Cascade, UE4's old VFX System, will be dropped. So if you want to learn VFX, learn Niagara from the start.

golden crane
golden crane
#

so if UE is getting updated, with the 4.27 preview already out, why is there no change in the three top right buttons(the close, minimise, and restore) ?
why does it still look Windows 7?

regal mulch
#

Not sure what you mean

#

UE5 will only fully release in 2022

uncut tinsel
#

Hello guys.

I am starting developing a new game. An endless runner. Now let me explain a little bit what i am trying to do. My endless is set on the road and i want to have different numbers of lane (1,2,3,4). Around this i am going to spawn classic city envoirment stuff. (parks, buildings, sidewalks ....).

Now the approach i was using is: I build one actor containing the lane. The based on the number of lanes i want to spawn, i use a loop and spawn the lane. The problem is i have to many actors to keep trace like this. And i can't find a decent alghoritm for handle it. (specially when i want to change directions).I think spawning obstacles is gona be a lot more difficult this way maybe.

Another approach that come in mind is a little simplear: Instead of single lane. I have the 4 lane togheter(basically a single actor) and i spawn it. Later on that i spawn the envoirment props and in some way spawn it on the lane and using this trick make seem like the number of lane is changing. In this is way i have less actors to keep track and maybe is easier to implement and also easier to handle the obstacles.

I dont't know it's 3 day i trying to figure out and every time i do the 1 approach i end up with incomprehensible code (temprory bp as i am prototyping).

What you guys suggest to do??

minor pine
golden crane
regal mulch
#

No idea :P ask the designer of the Editor from x years ago

signal flower
regal mulch
golden crane
#

but i mean why wud u?

signal flower
minor pine
signal flower
#

for example I guess "branch" works in the same way in 4.16 and 4.26 ;D

minor pine
golden crane
#

aah

golden crane
#

if u dont need it

u can just keep it there

#

it doesnt disturb u

signal flower
regal mulch
#

They aren't supporting it

#

You are better of downloading 4.26 then

golden crane
#

im downloading 4.26 as well

#

having to

signal flower
regal mulch
#

Does it come with Source Code?

golden crane
#

coz the ALS project hast been updated for the 4.27 version

signal flower
verbal hawk
#

hello How would I update this transform panel value in real time with run mode?

signal flower
#

its just some SQL plugin from Indian guy (or not Indian IDK) with no info but tutorial project...

golden crane
coarse turtle
#

Anybody knows how to use the new OOdle plugin in UE4.27?

crimson slate
#

in the main menu I see the hp bar

#

can somebody help me ?

novel scaffold
#

4.12 is the latest version?

drowsy snow
novel scaffold
#

oh

#

ok thanks

#

got it

drifting elbow
#

btw can I c++ "program" a material parameter collection or something like that?

ionic cradle
#

Is it possible to get Navmesh on top of the surface of the water? Specifically the water from the water plugin.

drifting elbow
#

I think there are settings about navigation/navmesh stuff in the water plugin actors

regal mulch
#

Your MainMenu should have a MainMenu GameMode, that has MainMenu PlayerController

#

The Gameplay maps should have the Gameplay one

#

Only the Gameplay PlayerController would add the HP Bar.

zenith needle
#

plz help

plush yew
plush yew
#

Hey all, im trying to import a mesh i created in blender but in ue4 there are faces missing when import it. I've recalculated the normals but having no luck

drowsy snow
plush yew
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Alright thanks

#

@drowsy snow it is backface culling, just wondering how i can make it render both sides?

drowsy snow
plush yew
#

@drowsy snow does fixing the normals mean just flpping it? if so then i would still have this issue from inside the model if that makes sense?

drowsy snow
plush yew
#

Right sure, makes sense

#

thanks

sly surge
#

how do i request help (for privet project) coz i need auto landscape mat

restive eagle
#

or if you just have a specific issue, then you could probably post it in #graphics

sly surge
#

ya i have no money so cont pay

restive eagle
#

if you want hands on help then most likely that will require money, but if you can't figure out something and just need some minor help over discord, then you can try posting in #graphics

sly surge
restive eagle
#

sure feel free to, but people are not that motivated to spend hours of their time for a thank you

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just how the world works 😄

sly surge
#

lol i know ... so how do i make a post in that channel

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there no harm in asking tho

restive eagle
#

read the description of that channel

restive eagle
# sly surge there no harm in asking tho

yeah you are more than welcome, just don't get your hopes up. i think you would have more chances narrowing down your issue into a question and asking in other channels

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how to do this... etc

drowsy snow
hallow void
#

Hi there

drowsy snow
#

Go to his YouTube channel, and look for the video for that material. He provided the download link.

median forge
#

So, got this when running 4.27 preview:

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So, I need to update to latest driver, but recomended one is 2 years old?

drowsy snow
median forge
#

I know, I know, had a lot of BSOD before downgrade

drowsy snow
#

Newer NVIDIA drivers has caused issues to a lot of people.

median forge
#

but the promt is kinda confusing, lol

drowsy snow
#

2 years old is like what, 2019.

hallow void
#

I am with 4.26 with latest drivers on the 1650 and I'm fine, probably they're gonna fix this on the final release of 4.27

drowsy snow
hallow void
#

No, everything's good

#

Building, performance, UI.... everything

drowsy snow
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I mean, not that I care much, because I'm biased towards AMD, but I'm surprised you're the odd ball with the latest drivers.

median forge
#

yeah, 441.20 which it recommends is from 2019. Very fresh, latest. 😛

drowsy snow
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People here reported many many times that they have issues with latest drivers.

hallow void
#

So far so good for me

drowsy snow
median forge
#

I had bsod with 4.26.2 like crazy with them, no such issue with 4.26.1...guess it doesn't like the taste of new! 😄

#

Well, if it works, works, what you gonna do 😄

#

ponkkis, you are to fresh, you need to downgrade!

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😛

drowsy snow
#

Downgrade to the ancient NVIDIA GeForce 256 driver kappa

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At least none of AMD users reporting driver issues with the editor.

plush yew
#

Guys what kind of projects should i have under my belt for a AAA title studio as a c++ ue4 programmer?

wary wave
#

probably C++UE4 ones

drowsy snow
wary wave
#

they really don't have to be the same calibre at all - the best material is just material showcasing the kinds of things you have done, and can do

#

so they don't necessarily need to be shipped games, or complete projects

plush yew
#

Ive mostly worked on VR games

wary wave
#

but it's also not unreasonable for people to shift between studios of different sizes

plush yew
#

Does stuff like A* pathfinding or prototypes of gameplay mechanics be any good?

drowsy snow
#

There's this one guy who worked on similar stuff with UE4, and then got hired at Naughty Dog. I forgot his name though, but he was posting video of his work on YouTube.

plush yew
#

I mean stuff like fps seem super simple and saturated.

#

I made a quest/objective system like a strike from destiny 2. Would that be enough?

wary wave
#

well implemented, self-contained systems are always good examples

drowsy snow
# plush yew Oh you got a link or something?

Shoot. I forgot his name, so I forgot the link to his channel.
Though IIRC his video was tutorial on AI stuff in UE4, before the series got halted because he landed a job at ND.

wary wave
#

they don't have to be revolutionary in design or anything, they just need to work well, and be implemented well

#

the reality is 95+% of the stuff you work on is never particularly revolutionary anyway 😄

plush yew
#

True true! @wary wave

#

Maybe a quest system with replication?

wary wave
#

sure, that would be a decent example

sick parcel
#

Following a tutorial on how to do some niagara particles

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the teacher sets the gravity to -980, and the particles slowly fall

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in my case they fall instantly, barely sees them

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anyone knows why that could be?

#

maybe it should be 9.8 instead?

#

some settings in the units system

#

no idea

plush yew
#

@wary wave What should a resume have for it to be impressive?

buoyant graniteBOT
#

:triangular_flag_on_post: Burst#7777 received strike 1. As a result, they were muted for 10 minutes.

severe shale
#

Hey guys, I sent a question in #blueprint , could anyone help me? I'm doing a project for school and I need to finish it this week I'm getting stressed

regal mulch
#

Just wait in #blueprint for answers. Posting into multiple channels is not allowed.

wary wave
severe shale
#

I only posted in that channel don't worry

plush yew
#

@wary wave and what should it have?

wary wave
#

I mean you can find that information literally everywhere on the internet, a resume is a resume

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your basic contact details, work history, and summary of your skills

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summary of interests, or outside-of-work accolades optional

plush yew
#

No no i meant projects specifically

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For a gameplay programmer

fierce tulip
#

dang, that might have been 1 too many purged

#

sorry

drowsy snow
#

Deleted some innocent convos?
(He also DM-ed me after the first strike for reporting his spam)

buoyant graniteBOT
#

:no_entry_sign: Burst#7777 was banned.

torpid dragon
#

Hi guys, how are you doing?
Just some quick question. I'm starting to learn UE and I didn't find anything about it, but
it is possible to attach a background image, like a house blueprint, so I can follow it as a reference while constructing my scene?

drowsy snow
#

Of course, textures won't appear in (Brush) Wireframe viewmode, but I think you can trick it using Billboard Component.

torpid dragon
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Ah, ok

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I'll try

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thx!

drifting elbow
#

@torpid dragon in a project we even placed a huge plane with a (low resolution) map on it

torpid dragon
#

you mean, like a object? static mesh with texture?

drifting elbow
#

yep

torpid dragon
#

how did i not think about doing that? lol

drifting elbow
#

there's a plane primitive. then you'd just need an unlit material with the texture

drowsy snow
torpid dragon
#

@drowsy snow now I get it hahah

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i see

drifting elbow
#

but it would "appear" if the plane was tessellated and you moved the vertices depending on the texture content 🤔

drowsy snow
#

That dimension is usually enough for one person.

#

If it doesn't fit, try adjusting the character's capsule collision, and make sure you have proper collisions setup on the door and the wall.

torpid dragon
#

something like that, right?
of course i need to adjust the proportions, but it is a start

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genius

torpid dragon
#

thx guys! ❤️

drowsy snow
#

Also considering you're using UE5, have fun with the Lumen lighting 😉

fluid viper
#

hre's a nice riddle...

toxic lily
#

Can anyone help me figure this out, trying to get a Niagara muzzle flash pack to work, can’t seem to get it to call in my event graph

fluid viper
#

All the same foliage instances form the same mesh.. some give shadows, some dont.. the first few I paint are allright.. then shadows go on/off when painting more.. it's not a distance thing

torpid dragon
drowsy snow
#

still dabbles with UE4's SSGI and LPV