#ue4-general

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prime willow
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O:

drowsy snow
shell spoke
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I'm just going to uninstall and reinstall

versed lion
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Blender tutorials are perfect, google blender to ue4 and you might find something useful!

exotic cave
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UE4 is super stable and works really well in my experience.

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I love watching the UE5 tech but I'm sticking with 4.24 as my version of choice for awhile. It runs fast and well and has some neat tools other versions don't, such as Arran Langmead's native foliage creator.

plush yew
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any ideas how can I do this kind of spline animation in unreal

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???

tough cape
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whenever i import a surface, it doesn' actually have the displacement / 3d to it, do i need to enable it somewhere?

upbeat tendon
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while painting my landscape a section started compiling shaders and now is left with no texture

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what can be done to fix this?

digital anchor
digital anchor
# plush yew

depending on your end goal you could simply mask that on the material, with a spline/tube mesh and a gradient going left to right it will look just the same

jovial idol
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Is it possible to interact with a game when it's running from an outside script?
Like can I have an API to my game that would allow external control via scripts made in python for example?

digital anchor
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yes, normally through a socket, you would have a python process listening for a port and another python program messaging that port

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maybe theres an example of how that would work on the importers, i know blender-tools calls importers through a port

jovial idol
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Interesting, the only way is through socket networking?

digital anchor
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uhm theres pipes too

jaunty slate
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Hey guys, i have a problem setting a animation in unreal engine 4, would anyone assist in real time with a commission? Its urgent

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blueprint based

tepid granite
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Hi,
i don't know if this is the right place to ask, but I need some really basic 3D rendering program (almost empty scene) and I need to make prototype first. Will the prototype run faster in unity or unreal?

drowsy snow
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If you see fit in your prototype, you can build upon it straight away in UE.

tepid granite
drowsy snow
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I don't think prototype running at least 120 FPS matter that much, but for a super simple scene, both Unity and Unreal can run it quickly.

tepid granite
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It is less overkill, then making the prototype in plain c++ (as the final result will be).

limber marlin
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Fixed after downgrading my driver & Reinstalling a newer version of unreal engine... Why they don't resolve this I don't know

modest trench
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this is a regedit fix that should help

limber marlin
woven elk
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Does Unreal have like a locator or a null that I can use for parenting?

modest trench
reef glen
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Can you change the collision settings of a mesh used for landscape splines?

gray narwhal
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Anyone know how to use Temporal Super Resolution on unreal 4 or 5?

gray narwhal
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I cant find anything

drowsy snow
coral iron
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Got two of these weird things in my landscape, I've rebuilt lighting, I'm a beginner so I have literally no idea what this could be

civic charm
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POP!

flat blaze
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Does anyone have any tips for practicing with modular SMs?

I've been playing around with a few trying to map out something simple and I just seem to get overwhelmed trying to line things up properly and generally just making anything decent.

I find myself just getting frustrated with them and wear myself out, do I just need to push through it and get comfortable with them?

plush yew
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An error occurred while trying to generate project files.

Running C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/47450/Documents/Unreal Projects/Learning/Learning.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

help...

golden marlin
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Iโ€™m writing an NPC that just needs to spawn and start patrolling the reachable NAV mesh of an open world map. Roaming to sections it hasnโ€™t seen yet. Iโ€™m getting some conflicting answers about whether I should be looking into EQS or AI perception and nav mesh invoking. Looking for educated suggestions as to where I should start ๐Ÿ˜Š thanks

lucid grove
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Hey! Is there a way to copy foliage to another level in world composition?

bleak pagoda
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how can I make this random integer not open the same level if someone post pics on how to do so will be much appreciated

deft zealot
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@bleak pagoda Assuming this event graph runs as you expect, are you sure it 100% goes to the same level every time? 50% chance can make something appear like its not working at first.

However, you need to ensure that your values are between 1-2. There is a chance that it is ignoring this function if it is outputting a zero. Test that by adding a printstring that displays the output of randomInt

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It might output 0,1,2

bleak pagoda
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rain then snow without repeating the same level

deft zealot
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You'll have to setup some kind of parameter that detects levels its already gone through then. Otherwise it will just reset the function and pull from the same hat

bleak pagoda
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how can I do that didn't find anything about how to do so

deft zealot
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Could do a bool that detects levels that have been entered for example at the event the player is loaded in, set hasPlayed to true. Then pull a branch, if hasPlayed = false, pull a level from that array

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its up to you how to implement that, but that would be one example. Could do it on complete as well

bleak pagoda
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from random integer

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a bit confused

deft zealot
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Ponkkis's way would work if you wanted the player to reset it every time it calls for it too. That would be a bit more integrated tho bc that would only store that variable for 1 instance.

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In short you just need to have a way for the event to store whether or not that level has already been played. Theres a lot of ways to do it. if you had a ton of different levels you want the player to experience only once, 1 way of doing it is just storing the levels as a bool. Anything with that bool property would be ignored, and only pull from ones that are outside of that

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Could setup an array for these levels and any new ones you have, and hard set those values to 0, 1, 2, etc. Check from the array, if hasPlayed = true, reroll.

bleak pagoda
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I see I will try both suggestion hopefully it works out ๐Ÿ‘

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thanks both of you

deft zealot
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๐Ÿ˜„ no problem

bleak pagoda
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๐Ÿ™‚

deft zealot
# bleak pagoda thanks both of you

before you do anything tho I would recommend opening your graph to the side to make sure its running fully through your event as expected, and stem out a printstring to make sure the rand is outputting the values you want. It might be outputting 3 numbers right now

shy aspen
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anyone played around with procedurally generated terrain? im attempting to use a polygon terrain generator but im getting complining errors in the code. has anyone else acheived This procedrually generated terrain and if so could i obtain some directioning to how to complete this

prime willow
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im retargetting the alsv4 and i cant seem to get the toes to follow the retarget animations ;-;

limber marlin
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Unreal engine crashes over renaming an object... lol

deft zealot
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Is there a way to dismiss this error? our team is aware of it and would prefer it just not log it if possible foxotiHAA no worries either way

turbid wigeon
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All code is now available, both the android App and the demo project.
Driving MetaHumans with Android Smartphones

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the generation of the blend weight is a topic and its own and hopefully something other people could contribute to/improve on
Hopefully that's a good starting point tho !

midnight cloak
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Somebody know how pu render of camera in materiaux

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i want put in here

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in screen

idle crystal
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Im new to this engine and when I created a new Pawn under the folder Pawns and opened the .cpp in VSC, the #include "PawnBase.h" has an error saying it cant find CoreMinimal.h

plush yew
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someone end me

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I had my 4 monitor setup going great

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and one of my monitor arms broke and it smashed the vertical ultrawide I was using

cerulean warren
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Great

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Monitor dominoes

plush yew
deft zealot
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Was just thinking that, thanks

plush yew
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No problem

shy vessel
left citrus
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that shader is just outline code?

shy vessel
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postprocess material ye

drifting elbow
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ok, so I merged multiple actors of the same type into one actor with instanced static meshes. Now inside the blueprint they are basically offset, so they are in their original world location. How can I fix this?

tired moth
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question, is it possible to let players make their own custom in game currencies?

drowsy snow
tired moth
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thanks, I just need the possibility of it be done

lunar garnet
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hi, i was trying to use quixel bridge and i clicked on download plugin, but it has been downloading for hours on end and nothing has happened, it still shows downloading, ive tried reinstalling it too, i need serious help

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it would be nice if someone could help me because i'm literally unable to use bridge for this

burnt apex
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Hey I have a problem with hosting a server through steam. When I launch the game and try to host a server through steam it opens the level for a split second before it throws me back to the main menu. I created an error from on failure pin of the Create session advanced node and it just gives the error. I've checked that everything's right multiple times and everything seems to be but I can't figure out why it doesn't work.

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Also the hosting works fine when it doesn't run through steam

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Here's a screenshot of it

brazen stag
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Hi peeps! So i'm wanting to make a character push blocks. There are 4 different sizes of blocks. The character can also grow and shrink between these different sizes. When the character is as big or bigger than a block he should be able to push it, if the block is bigger, it should not be able to be pushed.

What would recommendations be on the best way to achieve this? I've looked into changing the block's mass, but this doesn't seem to be all too effective and results in some glitches. Any advice is welcome ๐Ÿ™‚

hollow sorrel
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Guys it's ue4 bug or my copy corrupted. Create new TimeOfDay level and in ccmd run memreport

civic charm
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POP!

strange mulch
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Pls help me

strange mulch
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๐Ÿ˜ญ

wary wave
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there isn't one, your graphics device failed for whatever reason

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update drivers, change your GPU, only real options

strange mulch
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What

dapper stream
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any other solve pilis

wary wave
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if you have two GPUs in a laptop, it might shut down one device in favour of using one for power management purposes

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that would also cause a device lost error

dapper stream
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hmm ok I understand now

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thanks

drowsy snow
# strange mulch

"D3D Device Hung" errors are not definitive. It's the matter of either problematic GPU drivers (if you updated it in recent times), or faulty GPU you're using.

wary wave
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or just Windows

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Windows is great at losing your GPU for a frame or two

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which unfortunately is enough for UE4 to lose it and crash

drowsy snow
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Kinda doubt Windows is the reason though. The error seems to be in runtime, not in editor, so I think extending TDR Delay might not solve the issue.

rose quartz
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Can somebody help me with the voxel plugin, I have something wierd, when i use the bp construction part i scale the voxel world into the size i need that goes well but i cant use any tool on it but when i scale again in the editor then its active again and i can sculpt again how is that possible

earnest cedar
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Hi, does UE4 run more stable with the Nvidia Studio Drivers or is there no big difference between SD and the Game Drivers?

drowsy snow
agile hornet
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How do i make a flying character?

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What a good tutorial on that?

dry latch
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guys, I am making a MOBA but I have an issue with my cameras, 1 is static and one is unlocked for free look.But whenever I change to free look (wich is attached to the same spring arm) it kinda bugs

drowsy snow
agile hornet
drowsy snow
# agile hornet UFO sample?

If you trying to make new project, or adding an asset pack from content browser, you should see the flying template

drowsy snow
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Did they really remove it in UE5? That's unexpected MiyaThink

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Try creating new project instead, see if it's there

drowsy snow
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So they did remove it from UE5.

It was present in UE4, and I'm still mainly using UE4.

agile hornet
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Thanks

olive ginkgo
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hey, anyone got a good system for collaboration? A friend and I want to work on implementing different systems onto the same project file at the same time without having to share the file each time since it always seems to mess up the blueprints

leaden garnet
olive ginkgo
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ty

restive eagle
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@olive ginkgo no don't use that, you need source control like perforce

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multi-user editing is just for placing/moving assets on the same level in real time

olive ginkgo
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oh ok

restive eagle
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source control let's you update and download files

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also it's a good backup system

olive ginkgo
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is the free version of preforce decent enough?

restive eagle
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i dont know if theres a paid one

olive ginkgo
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All we want to do is work on coding at the same time and implement it ez

restive eagle
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you wont be able to edit the same blueprint at the same time. but one person makes an edit - submits and the other one can sync that file

olive ginkgo
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ye syncing together would be nice

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just so we dont have share files each time and migrate them in

restive eagle
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when you start editing the file it will lock that file out for other members

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and when you are done it will unlock and other people will be able to get the latest version of it

olive ginkgo
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sounds great, ill check it out ty

restive eagle
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np, if for example you're a git user you can go with that, but personally i like perforce much more

olive ginkgo
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we dont mind too much

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whatever is free

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and semi ez to use

restive eagle
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for perforce you will have to host the server somewhere, you can do that on your own pc

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or maybe a spare laptop

olive ginkgo
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so as long as the server is online we both are g

restive eagle
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as long as your computer is on

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otherwise you would need to rent a VPS

olive ginkgo
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ye cool

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I think i can get a free vps with a student deal

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but if i can just leave pc on thats ez

restive eagle
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if you are hosting on your own pc then you will have to open ports as well so other people could access it

dim merlin
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Hi, anyone uses something like a widescreen overthere?

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I was curious how e.g. Apex Legends handles huge resolutions.. I can play Apex Legends at a nice 60 fps, however unreal engine seems alot less, like 30 fps

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Does Apex legends for example alters the resolution scale perhaps?

broken heath
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Where to find lod distance , my mesh lods too soon i want to overwrite it

median meadow
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Hi guys, I wanted to ask you a question:
Is it possible to view multiple content browsers? I need to move back and forth between 2 folders and it is tiresome.
I did a quick photoshop of what I'd like to have.

brittle tundra
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Hello guys is it possible to make half skyphere ? Texture are way too big when you have a packaging budget... so if I have half a texture it would help but not sure it's possible ?

brittle tundra
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you need to compile the unreal source

fresh yarrow
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how to make objects less floaty physics wise? Specifically when I have a lift with objects on it. The objects tend to jump around when moving the lift specifically down

grim ore
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@pine gladeif this is for UE5, there is a message pinned that has the answer

pine glade
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Yes I know now

lucid grove
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Hey fellas

gentle shale
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helo

ashen frost
lucid grove
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Anyone know how to copy foliage from level to level in world composition?

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Is it possible?

ashen frost
plush yew
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Should I start this or is this scam?

dense knoll
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UE4 likes to randomly enter VR mode when i dont have a headset connected

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and then crashes...

grim ore
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@plush yewit;s an official learning series on the official unreal engine learning site so....

brittle tundra
dawn gull
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Is there a way to use the Noise node to blend 3 materials together in patches?

prime willow
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you should be able to

dawn gull
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like this or something

prime willow
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make a master material

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and than put noise before the output iirc

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or into one of the a or b or c nodes before stringing it together into an output

dawn gull
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hmmm ill try that

prime willow
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i might be wrong lol

dawn gull
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i feel like there was a simpler way though

prime willow
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but i think thats the way youd go about it

grim ore
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you could use an if? if color of noise channel is > this amount and < this amount then you show this texture otherwise you show this texture, repeat it down the chain

prime willow
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thats even better

austere goblet
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Anyone know why bones running physics simulation don't scale with a skeletal mesh if I increase world scale 3d for that skeletal mesh actor in blueprints?

dawn gull
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@grim ore Would having noise like this and then replacing the white with another color/material and black with the other work? is there any way to make the gradients between those blend the materials?

grim ore
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using an if or a lerp would do what you want yes

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and if using a lerp it would handle the blending

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so your A would be the 0 or black and the B would be the 1 or the white and then the B would blend over the A based on how white it is, even taking into account the grey (blending between A and B)

dawn gull
grim ore
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well if its just the black and white, it would be a lerp node

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plug the noise into the alpha and your textures into A and B

bold cedar
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Not sure where I should be asking this question. But trying to figure a general base cost for deploying a Pixel Streaming app into AWS, GCP, or anywhere else. I've tried using different pricing calculators and noticed most Compute Engine instances that have GPU acceleration are pretty expensive. I've got estimates from GCP from $4-6k and AWS with a similar setup around $1k (with a single instance running around $250). I just want to know what I'm walking into before I try to deploy this into the cloud. Any insight is greatly appreciated.

loud knoll
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@bold cedar you need to make sure your product generates more then the cost of operating it which is what you are doing, if you don't have faith in the outcome then rethink the product.

bold cedar
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I'm just more confused by the wide pricing from different Cloud platforms. I mean $1k-$6k is a pretty big window.

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So trying to see if anyone else has had first hand experience of how much it would actually cost to start from a basic setup

grim ore
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amazon has a whitepaper on setting up pixel streaming and EC2, did you use that for your requirements?

dawn gull
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Ok got it working like this like you said :)
Another probably dumb question, could I plug a material instance into an A or B? like get the albedo

grim ore
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you should be able to plug anything that outputs data into the lerp, I think it will lerp a R thru RGBA as long as they match

bold cedar
grim ore
pearl shoal
bold cedar
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actually I did see that. Came out to basically the same cost as the ue4-docker approach

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ok so that must be a pretty good basis then

median meadow
dry beacon
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Hello!

So i'm currently looking into Replication. Now I've been doing some research and understand the basic theory of it, but am having some issues putting it into practice. If someone has the time to sit down with me and clarify a few things while running through a project of mine so i can understand how to go about this in a more efficient way. Being in a voice chat with a shared screen would be preferable but if not, then il be happy to just type.

dry beacon
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thank you, honestly anything helps. Ive gotten some stuff to work but honestly there are some issues that are just racking my brain

pearl shoal
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I find replication without C++ to be quite harder to do

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There are a few things that are only on the C++ side

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Like for example function validation

dry beacon
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yeah, unfortunately im not all that code savvy

pearl shoal
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I mean, it's not like you can't make it, you definitely do

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but it can get pretty messy

dry beacon
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I bet

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Im just trying to make a dumb shooter to play with some friends, but im starting tot think im getting way over my head

pearl shoal
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I recommend you just giving a read to the replication guide to see how things work and then start experimenting so you get a better sense on how you should structure your game

dry beacon
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of course I will definitely read that

grim ore
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replication is hard because you have to actualy do it right

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you have to think about how its supposed to work, then think again on how its actually supposed to work

dry beacon
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I think the mistake I made was builing the character system before even considering replication

grim ore
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you end up doing the same thing like 3 times just to make it work right over networking.. which feels weird

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yep if you dont start out with networking in mind, start over... honestly

pearl shoal
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Yeah, doing something wrong will end up in one player having all the features and the rest not having even a hud

dry beacon
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yeah

grim ore
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it also feels weird since you are like "I just want to change the color of the player" and 4 functions later it actually works lol

pearl shoal
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adding replication usually increases the level of complexity of any task, but it's not like it's unmanageable

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I say give it a test and see if you can get it working on the basic level

grim ore
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nope just have to realize its 4 things to make it work instead of 1 heh

dry beacon
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well time to start over the project and port over the old blueprints bit by bit

pearl shoal
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If you have more specific problems, you can always come here and ask, or DM me privately

grim ore
pearl shoal
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That too!

rocky rune
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Hi all. Anyone know how to solve the problem of being unable to paint foliage into landscape? But it seems like I can still paint foliage on my BSPs

dry beacon
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right now im facing 2 specific issues with the current build. The reload animation of the client is not showing up on the server side. Also the up and down torso movement is not showing up on the client side even though the server side is clearly doing it. The opposite of this is working

plush yew
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Excuse me but i need help. When i launch UE4 everything works fine, but after like 5 - 10 minutes the graph editor starts to bug out, when i right click the node menu appears then disappears again, after that my screen goes black randomly and my computer won't work properly outside of UE4. The problem resolves after i exit the Epic Games Launcher, any idea how to fix?

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Okay i found out now that i don't even need to start UE4 for it to happen, just having the Epic Games Launcher open makes my computer super slow

grim ore
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could be a driver issue with your video card

plush yew
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I will try updating my Video Card driver, thanks for help.

hidden oxide
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How can I prevent my water from stopping where the terrain ends?

versed lion
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How do i make it displace the layer once and not multiply times ( as shown )

dense lotus
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Hello everyone,
at the moment i am experiencing a unreal engine crash which has no detectable source. So i am courious if some one knows this issue. Which channel is meant for those type of questions?
Thanks in advance!
(please @ ping me)

severe warren
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hello is someone an expert at collisions?

weary willow
severe warren
versed lion
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hmm, i will try @weary willow Thx

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@weary willow Much thx, works like a charm

weary willow
weary willow
severe warren
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block all for the child

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this is for the parent

worldly lynx
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I am going to buy Ryzen 9 5700x and 64GB Ram for Unreal engine 5 right now , also my GPU is GTX 1660 and I dont want to change it , is this system good to run Unreal engine smootly?

plush yew
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Tried updating video card driver, still not working

grim ore
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smoothly depends on the project, no way of answering that

worldly lynx
worldly lynx
grim ore
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you can run it, it wont run smooth

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you can see the specs they recommend on the page for it

worldly lynx
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what part of my system is bad?

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GPU or ??!

grim ore
worldly lynx
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the minimum system can run it well or need to buy recommended system?

grim ore
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@plush yewyour video card might just be having problems, which card is it?

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the minimum is 50% scaling at 4k30fps

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well is up to you

worldly lynx
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and one more question , what part is more important for UE5 ? GPU or Cpu+ram?

grim ore
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both are important, both have uses depending on what you are doing.

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you can work with pretty much any recent hardware, you just have to limit your projects

worldly lynx
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I have a problem with compiling C++ codes speed right now with UE4,I have 16 GB ram now , so if I buy 64 GB ram and ryzen 5900x can it effect on compiling speed for C++?

plush yew
grim ore
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C++ is 100% cpu so if you want that faster you want a faster cpu

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@plush yeweverything works differently, just because everything else works fine doesnt mean its not your machine. If the launcher itself is causing issues (it uses some of the same stuff as the engine), I don't know what else you can do. What GPU do you have?

worldly lynx
cosmic nexus
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does anyone know if brushify country roads works with 4.26?

obsidian nimbus
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art stuff usually has no problems goin up versions

cosmic nexus
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hmm i've got the country roads pack and doesn't seem to be added to my 4.26 project

obsidian nimbus
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drop it in a 4.25 and migrate it mayB

cosmic nexus
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i'll try that

grim ore
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maybe try downloading an older version, newer ones have issues with UE4 (for some people). there is a pinned post in here

olive ginkgo
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i cant find my firstpersoncharacter animation bp

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nvm found it

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actually, i dont have an animation bp for the new firstpersoncharacter I made

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ok dw its fine now

pale yacht
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couldnt find a help channel so ill ask here i cant install unreal engine like

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the buttons are grayed out which means i cant select a version to install

grim ore
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give it a few minutes to finish setting up, also look in the bottom left for any updates

pale yacht
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no updates also ive installed ue before

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and restarting the launcher didnt do anything :/

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oh wait there

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it fixed from the nothing

dry latch
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does anyone knows how I could fix this camera issue ?

cosmic nexus
obsidian nimbus
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hmm if you migrate it it should at least be in there

cosmic nexus
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when I hit add to project, it literally lasts like a milisecond and the progress bar just disapears

obsidian nimbus
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kinda looks like a bug, it says creating project, but it should give u an option to specify what project you want to add too

cosmic nexus
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oh it does, i just didn't put it in the vid, that's why it goes white whilst i select ๐Ÿ˜…

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the data folder has nothing in it which is weird

pale yacht
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lol i just got back from dinner and when i looked at the monitor the engine just finished installing

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what a coincidence

obsidian nimbus
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and other packs?

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i never had that bug

cosmic nexus
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the only brushify pack it works on it the environment shader but the urban buildings and natural road pack doesn't work ๐Ÿ˜ฆ

warm hornet
#

Can anyone tell me how you can get your Play in โ€˜Standalone Gameโ€™ to match the currently piloted camera or viewport?

Unreal seems to create an entirely new piloted camera at ground level whenever you play in this mode.

grim ore
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what do you have selected for spawn player at ?

forest kettle
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Is there anyway to hide the selected actors text in Viewport?

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besides not selected anything

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the same for the level text

dusk nebula
#

does anyone know a good tutorial for the ability/attribute plugin?

dusk nebula
#

I've been reading the unreal docs on it and it seems like I'd want to use this but I don't know where to start with it

soft tree
#

ah I believe that's GAS

grim ore
#

check out the action RPG sample project, it has docs and uses it

soft tree
#

are you comfortable with C++?

dusk nebula
#

not really, but it seems like it also works with blueprints up to the point I'm at, at least

grim ore
#

i needs C++, no way to get around it

soft tree
grim ore
soft tree
#

But yes, it requires C++ to setup, once you do, you can use BP to use it afaik

dusk nebula
#

I could probably figure it out as I go, then. I just haven't needed to use C++ yet

grim ore
#

yep watch the official video on it and then figure out if you want to use it

soft tree
dense knoll
#

UE4 still trys playing in VR without having a headset connected

grim ore
#

disable the steamvr plugin

humble hinge
#

I don't seem to be able to click any of the buttons...

#

and my moving with mouse wheel click is inverted

#

*some of the buttons

grim ore
#

what version of the engine?

humble hinge
#

ue4

#

I think 4.13

grim ore
#

did you choose that or did it install it for you?

humble hinge
#

installed it for me I think

pale yacht
#

how big is a new project on ue4

grim ore
#

like this

#

go to the library tab, click the orange plus to install a new version, then the drop down. what is in there?

humble hinge
#

lemme check rq

#

o wait wrong place

#

I only have this

grim ore
#

click the orange plus...

humble hinge
#

sorry just found out

#

I seem to have the same list as you have

grim ore
#

uninstall 4.13 and install 4.26

#

for some reason the engine keeps defaulting to an old broken version

humble hinge
#

ah alright thx, until its installed I'll play around with ue5

#

any idea when ue5 will be stable enough to really make a game with?

grim ore
#

next year

humble hinge
#

alright thx

plush yew
#

Im trying to follow a tutorial that lets me import the collaborativeViewer into my project, but for some reason this graph doesnt have the name convention on these "open level" nodes for me to pick the current level im working on.

#

thats the video

#

this is my nodegraph

#

does anyone know how I can select level on mine?

grim ore
#

same nodes they just renamed them

#

unconnect the variable on yours

plush yew
#

oh wow

#

thanks!

tough perch
kind dew
grim ore
#

@tough perchat the top of the viewport is a globe/square, that is the coordinate system. change it to local

tough perch
#

@tough perch Thank you!

cedar viper
#

Hi. any idea hot to control the audio source of the web browser plugin?..

tribal citrus
#

Hi does anyone know why im not able to change the screen size of lod in certain meshes?

grim ore
#

is it set to auto generated below based on type?

tribal citrus
#

this right?

grim ore
#

yes but this is what controls that

tribal citrus
#

ooh i see thanks a lot!

iron pivot
#

Hello all, I have a question regarding nDisplay and multigpu, but it isn't related to virtual production, which channel would be best?

kind dew
lucid grove
blissful sage
#

i have a question, cant place the sphere shape by drag and drop

#

after i drap it shows this

grim ore
#

wheer are you dragging this item from?

blissful sage
grim ore
#

that looks like the icon for dragging it into somewhere it cant go, what is the screen you are dragging it into?

blissful sage
#

the viewport

grim ore
#

maybe you are in a weird mode, show the entire screen

blissful sage
#

i can drag all other shapes

#

not the sphere

grim ore
#

your ui looks weird, its not highlighting the right items.

#

but you can check to see if the sphere is actually there

blissful sage
grim ore
#

is the UI offset on your screen as well when you do this? your cursor is not in the same location as the item

blissful sage
#

thats share x recording probblem

grim ore
#

im guessing your on a high dpi monitor?

blissful sage
#

yea

grim ore
#

try dropping down to 1920x1080 with 100% and see if its still an issue

blissful sage
#

i think it'll fix it

#

but on my screen when im not recording

#

everything is fine no offset

#

only when recording

grim ore
#

you could try disabling high dpi support in the editor preferences as well

#

im suggesting if 1920x1080 @ 100% will fix the sphere issue

blissful sage
#

let me try]

grim ore
#

since you are on 5 as well, you could try the create option

blissful sage
#

it worked

#

but after that i reenabled the high dpi setting and it still worked, i guess i just had to restart the editor

#

might be ue5 bug

#

this cube looks out of place, did i somehow saved another cube inside the engine content, can i modify the engine content

high bolt
warm hornet
#

Very confused.
I have several cameras set up with proper framing, focal length etc in Cinematic Viewport.
I then pilot one of the cameras and hit Play(PIE mode)
The same camera is selected however my view changes dramatically to a wider FOV.

Why is this happening?
How do I match my current framing in the Cinematic Viewport when I enter PIE mode?

dry latch
#

hey, does anyone have a tip for me on how to set up a combo system using 2 inputs from keyboard ?

This will be a system like Black Desert Online type of combos, so there will be lots of combinations. Is there something I can do with Enums or anything to make my life easier with this ?

vestal anchor
#

Hey guys, don't know if this is the right place to ask so redirect me if this is the wrong place.
I'm making a system that hundreds of NPC's are going to have, so I wanted to make it into a component.
As long as functions are only called when they are needed and the code is good and clean, storing a lot of variables and functions in hundreds of NPC's shouldn't have much impact on performance and/or loading times, right?

vestal anchor
dry latch
#

aye ty

hazy lake
#

Dude, that's super illegal @still ginkgo

buoyant graniteBOT
#

:no_entry_sign: ใƒจใ‚ขใƒณใƒณ#6654 was banned.

snow crown
#

i'm just going off today

#

that's two in like 30 min

kind dew
#

woah what did i miss

snow crown
#

spammers

#

spammers, scammers, etc

#

the joys of running a public server

midnight bolt
#

does anyone know a plugin/widget for scaling selected actors on level? i can't parent them and scale, because it's affecting location too

ashen brook
#

I don't know anything like that that's publicly available, but that sort of thing is very easy to write yourself, if you know a little bit of blueprints!

kind dew
lucid grove
#

Hey fellas, does Unreal have lipsync system on marketplace? The one i found kinda cheap

midnight bolt
teal flint
#

Getting this issue when trying to generate project files for engine source

soft tree
teal flint
#

That plugin only supports 4.24 and below iirc

#

never mind, i fixed my issue

#

seems the source didn't fully extract

ashen brook
# midnight bolt i'm not sure where to start for this task; i want to only affect the scale of in...

The simplest way to start with editor scripting for this might be too make a new editor utility blueprint class based off ActorActionUtility. In it, create a new function or event, and make sure "Call in editor" is checked in its properties. Then you can use Get Selected Level Actors to iterate over all selected objects with a ForEach loop, and do with them what you want - for example, scale them individually by a factor of 2 (or by a number you supply as a function input)

#

There should be docs on the docs page about EditorUtilityBlueprints/Widgets that can help you further, but the basics are the same as all other blueprints

#

You just have access to a few more functions that are editor-only

midnight bolt
#

i'm having a hell of a time with this

#

can't believe nobody at epic needed such thing lol

tardy basin
#

@grim ore Hey Mathew do you know the easiest way to render a gun over everything else, so it doesn't clip with geometry?

late stag
#

which engine would be better for a stylized open world story?

#

my friend was thinking about creating one

tardy basin
#

no, really?

tardy basin
late stag
#

and it would be best to do it in c++ i guess

tardy basin
#

he was just asking which game engine would be the best for an open-world game

late stag
tardy basin
#

sounds neat

stuck linden
late stag
iron pivot
#

Hello everyone, I am trying to figure if this is possible.
I have 2 gpu in my system and I would like to reserve gpu 1 for Unreal. ( they are in sli) I tried in the ndisplay config file to set the viewport to gpu_node=1 but I can see that it splits its load on the 2 gpus. Am-I missing something? Is this at all possible, in a sli setup to force Unreal on a second gpu?

whole heath
#

this room is completely closed in , how is it still so lit ?

drowsy snow
half dragon
#

Hey guys i'm having trouble importing this animation from Blender to Unreal 4.26. Iโ€™m using an FK Rig that is pretty advanced and, there seems to be a problem with transferring it over to Unreal. The animation seems fine in Blender but in Unreal, the leg twitches. That looks like the only problem with the animation which is pretty weird! Iโ€™ve been troubleshooting for a while now, Iโ€™ve baked the animation in Blender, played around with the FBX import animation settings in Unreal and, Iโ€™ve tried just about every option when exporting the FBX out of Blender. Would love it if anyone could help me out thanks! Iโ€™m sending a screen record of the animation of how it looks in Blender and Unreal.

lucid grove
#

Im trying to setup DOF for character camera, so far object become blurry - but cant get it work

#

But it seems like only near objects become blurry

#

I did read DOF article, but no luck

drowsy snow
half dragon
#

Would you know how to fix?

drowsy snow
lucid grove
whole heath
lucid grove
whole heath
#

that my blender file

drowsy snow
# half dragon Would you know how to fix?

I've been doing animation work with Control Rig, so I'm not really sure if this works with anim data from Blender
But you need to rotate the bone in Blender 90 degrees.

drowsy snow
fading acorn
#

i have a small little problem with what im doing and i have no clue what the problem is. || it is hud related||

fading acorn
#

ok

errant blade
#

How can I port a map from UE4 2.23 to UE4 2.21?

#

not blueprints or anything, just the landscape and the assets on it with their textures and stuff, i don't mind if some of it breaks, I can fix it

lucid grove
errant blade
#

Oh! Damn, i wonder how that wasn't anywhere online xD

I'll try it, thanks a whole lot! :D

crystal tree
#

Does anyone know why when I preview an animation with a weapon socket, the gun is placed where I want it to be, but when I go to play the game in editor, the gun spawns in the wrong direction?

lucid grove
errant blade
#

does that work too?

lucid grove
#

Oh, no. As far as i know there is no simple way to convert back.

#

If you want to revert back just landscape - export it as heightmap

errant blade
#

that's what I'm looking for, because i'm modding a game in 4.21 but the asset i bought is for 4.23

lucid grove
#

Got it. You sure there is no older version of this asset?

errant blade
#

yeah, at least not on the store

lucid grove
#

Then if its landscape - export as heightmap and then create landscape and import heightmap.
You can recreate material with copy-past from one version to another (i mean in material blueprint)

#

You had to paint it your self though

half dragon
errant blade
lucid grove
#

If you have those assets from current version you can copy them from world outliner to other project

#

Just select all and copy past

#

...or ofcourse you can update your project to 4.23 ๐Ÿ™‚

grim ore
#

they cant, its a mod

lucid grove
grim ore
#

is there another way to do it?

errant blade
errant blade
lucid grove
lucid grove
errant blade
lucid grove
grim ore
#

pretty much DOF is the standard way of doing it, theres no real way of knowing if its too much I would say just give an option to disable it (most games do this and most just use it for cinematics)

#

the annoying part is the cheaper DOF was removed from desktops ๐Ÿ˜ฆ

lucid grove
timber birch
#

Hey all, Quick question how do i Z offset in the material? i feel like what i have now i still scaling

grim ore
#

I guess you could use a blur on stuff that is past a certain distance in the material but I dont know if its less or more performance, would have to profile

timber birch
#

The mesh looks like its going up and down, but i feel its also scaling ๐Ÿค”

#

Oh yeah its scaling for sure ๐Ÿ˜“

lucid grove
grim ore
#

there is a ui blur that you could put on the screen but thats weird

timber birch
#

Wooha fixed ๐Ÿ˜›

lucid grove
mystic holly
#

I'm trying to do a building system, and I know why this isn't working but I don't know what nodes to use

#

Can someone help me please?

timber birch
lucid grove
lucid grove
#

I dont know, cant make a DOF working its either not working on distance or blurring sky also

timber birch
lucid grove
#

Just material

timber birch
#

Hmm never tried blur through material

lucid grove
grim ore
#

yeah this is one of those profile to verify things, DOF could be fine for your project for all we know especially if you leave it as an option

timber birch
#

Interesting

grim ore
#

@mystic hollyI dont think anyone can really help, I mean we know something is wrong but we have no idea what you are doing

mystic holly
#

I figured it out anyways, sorry

lucid grove
grim ore
#

well its camera based so if you didnt want to affect camera you would have to somehow exclude it

narrow mauve
obsidian robin
#

can someone help, my layer info disapeared

narrow mauve
#

Go to window and the option to show is in there

obsidian robin
#

k ty

narrow mauve
#

Nevermind. I just change the rotation of the mesh before adding to the hit normal ๐Ÿ™‚

obsidian robin
#

so im trying to paint on my landscape but nothing is showing

narrow mauve
#

and nevermind I am wrong lmao

obsidian robin
#

nvm got it

signal bone
#

hello

#

whats the best way to implement a Rolling action?

#

because im watching this tutorial that is using the Key jump when its moving to roll

#

and it seems impractical because wouldnt that mean you cant move nad jump

grim ore
#

all that means is they set it up like that, you could use a different key for roll if you want

signal bone
#

well i was thinking i could use CTRL

#

for both dodging nad crouching

#

would that work?

#

because i feel like having two separate keys might be wasting space

grim ore
#

you can do whatever you want... its your game

signal bone
#

uh ik but i dont wanna waste space

grim ore
#

so dont

narrow mauve
#

It's because when you change the X and Y the x and y of the slanted face normals aren't 0 or 1 they are inbetween. So I tried multipling the X and Y with the angle I want to rotate by thinking that would give me the offset but it hasn't worked

#

and the problem with that is it only returns a fraction of the total angle I want to rotate by

grim ore
#

so how are you rotating it?

narrow mauve
#

Getting the rotation from the normal with make rotation from axes. I am trying to debug how to rotate it so it is flush..so I just setup a keypress to add an angle to the rotation

#

with normals being 0 or 1 is easy peasy lemon squeezy but getting the right rotation flush with the inbetween values my small brain hurts

#

I check for z == to 1 so I can rotate the plank on Z axis when its on the floor. Only part that I cant get is the X and Y rotation for normals that are odd values

grim ore
#

I know when I did stuff like this I just rotate the item so the +X was facing away from the surface then added relative rotation on the axis

#

basically spawn the item so it was facing the direction of the normal, thus it was flush and it was designed so +X was forward so its facing away. then relative rotation on any axis wold be good

narrow mauve
#

its probably one of those things way simpler than I make it lol

#

okay I see what youre saying

radiant jewel
#

Guys, I'm new here and If I want to ask for a feature that I want to add into the game and I don't know if this feature is even possible for unreal engine or not, where should I ask this question

mint nebula
#

I can't go close to my object. How to fix this? there is something like bound which prevent the character to go closer of the object

#

here is the collision and bound

grim ore
#

remove the sphere collision and add a box?

#

actually that looks like there is no collision

#

open the console when its running and type pxvis collision 1

#

@radiant jewelwhat game are you talking about this? This is for Unreal Engine in general

mint nebula
#

how to remove this sphere collision? I even choose "Use complex Collision as simple

radiant jewel
#

NOt even a game tbh

#

but more like a feature

grim ore
#

@mint nebula I am not seeing a collision on there (look at the top left, num collision: 0). Use the console command to see what is in the world when playing

#

@radiant jeweland nothing in the google? We have no idea what you are asking about so... we cant answer

mint nebula
#

okay wait

radiant jewel
# grim ore <@!327094392844189706>and nothing in the google? We have no idea what you are a...

Oh, so I know the existence of window capture 2D and NDI video viewer which allow us to capture a specific window and stream it to unreal. My question is whether can this be done and allow us to interact with the streaming product right from unreal. Example: can we stream a website of youtube inside unreal and scroll through the webpage and click on each video right from unreal or not

grim ore
#

@mint nebulayou want Use Simple as Complex as the option, but in this case the mesh is square so it shouldnt matter

#

@radiant jewelif you want a website in the engine, there is a web plugin that will open a web page in the engine

#

as for that window capture setup you are describing, you would have to see if it supports interaction.

radiant jewel
grim ore
#

again if you just need a web page in the engine, there is a web browser plugin

radiant jewel
#

Thanks for helping

drowsy snow
# radiant jewel Oh no, that was just an example

BTW, just a heads-up, rule #6:

  1. No NSFW content. People in this community may be as young as 13-years-old. If you wouldn't show it to your boss or your mother, it's not appropriate here. This rule applies to usernames, profile pictures, and all content shared in the server.
radiant jewel
#

For the server

#

My bad

drowsy snow
radiant jewel
#

Thanks for the help

narrow mauve
grim ore
#

no it looks lke your player capsule might be larger than you is why

#

or you for some reason have something really weird on your meshes

#

try this, drop a box into the world and scale it up to the same size and put it next to it, can you get near the box

#

then we can see about fixing the meshes or the player

ancient pulsar
#

Hey i want to make like tornado effects that will damage the player, i sue delay to spawn the particle and apply damage when the tornado spawn. But the problem is i want the particle spawn like after 15 min long so i have to set the delay for the damage to 15 min to, that mean the damage will apply when i go to the collision and wait for 15 minn long

#

i want it to spawn particle when reach 15 min and the damage will apply after the particle spawn

#

and the damage will happenwhen the player stay on the tornado collision for 0.3 second

#

any one can help me

mint nebula
#

i can go closer to the white box

grim ore
#

go into the house mesh and change its collision then

#

and while you are in there, remove any collision from it

#

save it and see what happens

#

@ancient pulsarit seems like you are close. is this bp_tornado somewhere in the world or the item you spawn?

#

disable tick on the actor so it doesnt tick, no point in wasting cycles

#

on begin play it sets a timer to start the tornado after whatever time you want

#

when that goes off you do your particle and start the damage timer

#

that timer goes off after however long, sees if it should do damage and if it should it does damage then calls itself again to do the damage event again after however long. if its not supposed to do damage, nothing happens. and the timer never gets called again

#

If this is just supposed to do damage like a pulse every time, remove the if and just have it Do Damage event -> Deal your damage how you want to -> set timer to Do Damage event again and it will repeat over and over

mint nebula
#

finally! thanks btw

grim ore
#

which one fixed it?

mint nebula
#

I figured out that my object is not static, so I change it to static and remove the collision, then add box collision and change preset to blockall

grim ore
#

weird but interesting

mint nebula
#

I'm new to ue and before move further just figuring out the importing and how it works.

grim ore
#

yeah just weird that it had no collision but then it did. I am wondering if you somehow imported some collision with it

#

like you imported invisible volumes or something

mint nebula
#

is it better to import the object(from modelling software) with collision?

grim ore
#

normally no unless you know what you are doing and need complex special collision

mint nebula
#

oh okay

vagrant grotto
#

Is there a way of inspecting possible invisible objects in my demo game? I am creating Instanced static mesh from C++ and it's not appearing. I have compared my code to examples on the internet and see no issue. There is not a single hint of example usage in the official docs.

grim ore
#

once you are in the editor and playing, you can eject out then look at all items in the world outliner

vagrant grotto
#

There is nothing there

whole heath
#

i made a single static mesh in blender then moved it into unreal engine and i put a door on it and a texture but why why why is it so lit ? even when the door is closed ? when i builld the room with geometery brush its very dark but not wiht the mesh i imported from blender ? why ? how do i fix this ? i have tried unwraping the uv for lightmap . whats going ?

ancient pulsar
#

the tornado gonna spawn in the middle of the game

old nimbus
#

Hello I need technical help

#

I downloaded files from the tutorial "Making a Blueprint Product Configurator", and I had an option to download whole folder, and download in parts, so I chose to download in parts, and now I can't extract the folder completely

drifting elbow
#

is it a zip? then it's possible that you need all zip parts, and the whole "download in parts" is just for convenience when you have bad internet connection (or want to download all files using different connections)

#

in a standard "default" map, how long does it take the thirdpersoncharacter to reach the bottom of the sky sphere?

vague falcon
#

Where do i get Button picture like jump , crouch and many other like this For commercial use

old nimbus
#

While the tutorial says, If I have whole folder, I would need to extract only once

ancient pulsar
#

@grim ore DO you mean like this?

#

It is not working

jade wadi
wary wave
jade wadi
wary wave
#

the thing you're talking about, at least in that screenshot, is a music visualiser

jade wadi
#

yeah it is - but i want to reach the endless cinematic

#

like the sides always respawining new not visible

old nimbus
#

Hey, does anyone know how to make GTA 6 in one-day?

jade wadi
#

wtf i just asked for help how this is called not to exactly show me how it goes ! Toxic @old nimbus ?

wary wave
#

I think you need to more solidly define what you want to achieve, because the 'act of making it loop' endlessly is probably going to be strongly defined by what the visualisation is

#

it can be as easy as a sequence where the start and end keyframes are identical, or it can be complex and require smart math

jade wadi
#

I want to make an endless room like in the example - as a surrounding for a Music Visualizer i already made. It needs to be a Game because it has to visualize in realtime ...

wary wave
#

there is no endless room in your example, just things panning past the camera

#

if it loops, it just has some midpoint that looks the same as the start point

jade wadi
#

but from where comes the new objekts?

wary wave
#

nowhere

#

it just recycles the old ones

#

the last keyframe just puts everything back to where they are in the first

jade wadi
#

so i need a spawner? or does the old geometry reset at the starting poitn ??

wary wave
#

though in the visualiser above it's probably all just math

drowsy snow
#

Does anyone know how the Oodle compression applied in 4.27?

wary wave
#

you don't need anything

#

you can do this in Sequencer with almost no effort

jade wadi
#

thats nice !

#

how can i automatically start the sequencer in a game?

wary wave
#

you can google that

jade wadi
#

thanks for your awesome help !

drowsy snow
#

It seems kinda strange when it's just a couple of plugins.

#

Though I think it has something to do with Automation Tool, so maybe it just works, no additional setup?

drowsy snow
plush yew
#

hey

#

anyone help me in compiling ue4 nvrtx ?

#

i want to compile the least needed files means i want to compile only core editor

old nimbus
old nimbus
#

All Alone stare stare

old nimbus
#

I'll make GTA 6 in one day

drowsy snow
#

Colour me surprised if you make "GTA 6" without ripping maps from existing GTA games, and not using marketplace assets at all, and have an actual content - within less than 24 hours

old nimbus
#

Yes

#

Pricesly

#

Precisely

#

I'm going to model everything myself, make my own genuine maps, make animations myself

#

And all that in 1 day

#

And the map will be 10x bigger than GTA 5

#

Lol

#

Funi

#

But I have one question tho

#

Would it be possible to make a game equal to GTA 5, with a team of 10-15 people, using marketplace content, low budget, and 5 years' time?

drowsy snow
remote sentinel
#

Hey!

#

I was building UE4.26 from Source

#

But it failed

#

saying someproblem in Shader etc

plush yew
#

please man

#

what sould i also exlude here ?

#

set EXCLUDES= -exclude=Linux32 -exclude=Linux64 -exclude=osx32 -exclude=osx64 -exclude=Linux -exclude=WinRT -exclude=PS4 -exclude=HTML5 -exclude=XboxOne -exclude=Mac -exclude=Android -exclude=TVOS -exclude=IOS -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion -exclude=Dingo -exclude=Switch

#

plz guys tell me wat should i exclude to reduce build time ?

thin tendon
#

With the meta humans does anyone know how to export as a singular skeletal mesh instead of a modular BP?

drowsy snow
drowsy snow
plush yew
#

man from a slimed 5gb to 2 gb not bad but i want more , am sure am missing a useless platform hehehe

remote sentinel
plush yew
#

its like i want to use the nvrtx branch so badly , or am not happy guy anymore

thin tendon
#

Your talking about using blender to combine them all. And yeah with that much hassle its just as easy to make characters

drowsy snow
thin tendon
#

I understand your thinking. Its just odd to not have a single mesh option. For easy testing

#

Its also odd you wouldn't get an option for an export using the default skeleton

sleek coral
#

hello

#

please tell me what you need to be able to climb the stairs in the game?I have a ladder, from the project itself,downloaded uSDK, assets I can put it, but it is necessary that I could climb it in the game

#

in details, configure can

#

already figured out like

plush yew
#

hey guys i wanted to ask that my ue4 is not launching

inner sierra
#

hi it's a very stupid question but i really don't know how to do it. I have a Turn Based jRPG template from the marketplace and if I say I want to make a new level and then I want to copy a character to it so it doesn't work I can't move in that level how to fix it?

cosmic nexus
#

hey everyone, my landscape brush has disapeared, would anyone know how to get it back ๐Ÿ˜…

late stag
#

Is there like a particle system in ue4 ui

drowsy snow
# late stag Is there like a particle system in ue4 ui
vast blade
#

any idea guys why my ivy and creepers on the wall turn black after building lighting

#

ah good point thanks

ancient pulsar
#

hey do you guys know any video about random player types with 2 random color depending on the types that support multiplayer

cedar geode
#

Has anyone ever had the problem were the editor has a lag spike every 5 seconds?

vagrant trench
#

is it possible to make ue4 mobile game to look like pc

#

it looks really bad for mobile

#

mobile

plush yew
#

because higher graphics takes more ram and processing speed

serene birch
#

basically look at Fortnite and the tradeoffs they went for

gloomy ginkgo
#

How do I check how many ticks is my function?

late stag
#

My friend is wanting to create a open world stylized story what would be a good way for him to start in ue4. (He wants to do this in c++)

late stag
kindred viper
#

he should start off by hiring a crapload of people who know what they are doing.

grand gate
#

Hello friends, I want to establish a team. I live in Istanbul, my project is here. My English is a little weak, but I think we can get along well. You can contact us here.

late stag
kindred viper
#

my statement still stands. Making games by yourself is hard enough but factor in open world design, the assets you need to fill it, the stylized graphics that need to match up across the board, the audio, the story design, the marketing, the bug fixing, the project management and all the issues that will not be known until they arrive, it's not a one person job.

late stag
#

is there a way for him to start by himself

kindred viper
#

he will be more broke after a couple of years investing into his game to find out its rubbish

late stag
#

without getting a lot of people

late stag
#

ill tell him ig

kindred viper
#

I wouldn't say that. I'd find a team

late stag
#

ok

obsidian robin
#

how do i edit each materials tiling/scale without getting rid of landscape texture coords?

drowsy snow
obsidian robin
#

im confused

drowsy snow
#

For one thing, Landscape Coord output is not a special variable - it's just a float2 that can be manipulated with other nodes that are able to deal with it.
Normal math operations that you do with normal TexCoord works with LandscapeCoord.

obsidian robin
#

so how do i plug in the texcoord for each texture befor it reaches the end node

lunar garnet
#

i tried loading in grass from bridge and it always appeared as a white cross pattern, its not loading in, how am i supposed to fix this

obsidian robin
#

do i just remove landscale coords with texcoord for each

drowsy snow
obsidian robin
#

like this? @drowsy snow

drowsy snow
obsidian robin
#

kk

ember walrus
#

Hi hi guys, this screenshot is after I played a react animation that make the robot step backward, but his capsule component didn't follow along. What should I do to make his capsule follow the animation?

late stag
#

People are stating in other servers that unity would be better for a more open stylized open world

#

My friend wants to make a serious game and is ready to look for ppl

#

but we want to make sure we are using the correct engie

drowsy snow
grim ore
#

you wont know if you are using the correct engine until your entire design is layed out and you have created some prototypes to compare. other than that its guessing based on info from other people who might have something similar to you as well as similar skill level....

late stag
#

I was thinking about using als as a base

#

or would it be better to start from scratch

grim ore
#

again going to have to prototype, read up on its limitations and issues.

olive ginkgo
#

is it hard to port a game to VR?

#

if it has very basic controls

grim ore
#

I know people come in here from time to time asking how to do stuff with ALS, its not a simple system

late stag
grim ore
#

@olive ginkgoit will be between easy and super hard to port to VR

late stag
#

to add on they said it was highly optimized for production

#

or the one from the market place would be beter

#

better*

drowsy snow
#

@late stag For comparison - I have not studied multiplayer subsystem even to this day, and took me 4 years of UE experience to get my grip on ALS.

late stag
#

?*

olive ginkgo
grim ore
#

better is... up to you

#

@olive ginkgomechanics, graphics, systems, plugins, target platform, goals for performance, etc. etc.

drowsy snow
late stag
drowsy snow
#

So he had some experience with UE4 C++?

late stag
#

to add on i will help him a little too

grim ore
#

so... he uh.. has no experience with UE4?

late stag
grim ore
#

so none

late stag
#

ive explained him about actors and most of the main important classes

#

pawns

#

components

grim ore
#

yep your not going to get a good answer from here, you all need to prototype

late stag
#

never really worked on a game like this tho

grim ore
#

your talking about a years long project so taking a few months to figure out your path would be smart

late stag
#

ok thanks

drowsy snow
grim ore
#

as a point of note, right now Unity does not have an in house stable networking system to use but in a year maybe it will

#

so you have to do your design work and prototype to see what works for the project

drowsy snow
#

Also first timers shouldn't even start with multiplayer (only) games. While it's tempting to look at the figures that Genshin Impact generates, the developers didn't come up with it in a whim, nor it was their very first game.

late stag
#

its a solo player game

grim ore
#

nah everyone should start with networking, it seperates the devs from the rest ๐Ÿ˜›

drowsy snow
#

laughs in almost 5 years of no understanding in networking

late stag
#

i was just thinking about a game engine to stick with

grim ore
#

yep networking is the best, just the simple act of playing the same animation across machines is the best

late stag
#

that would be better for the general idea

vocal herald
#

How to check if I can actually see an actor in scene? "Was Recently Rendered" and "Is Visible" return true even if the actor is 100% occluded by another object

grim ore
#

recently rendered isnt instant so it could take a bit, and is visible is just if its being drawn or not

prime willow
#

@grim ore remember when we talked about animation blueprints and making clone blueprints for different species or booleans for gendered differences

late stag
#

to add on would it be more flexible to just create a pawn so you are able to include your own things

grim ore
#

and 100% occluded might not take into account the bounds of the actor which is what the check is against

late stag
#

or just use the basic character

#

template

prime willow
#

what would be the term used for making a sort of overlaying animation that plays base don boolean for male to female

grim ore
#

to use a character or a pawn depends on if you want to use the character movement component or not

prime willow
#

i want to do some research into it before i start messing around with it

drowsy snow
grim ore
#

@prime willowprobably nothing specific? the blend nodes are what is used to determine what plays based on a condition check

prime willow
#

well i noticed matheww said that based on some aspects i might want different blueprints completely

#

oh so the blend nodes

late stag
grim ore
#

blend by bool could be used to do determine between 2 gender animations for example

prime willow
#

you also mentioned something about how based on some aspect of how different races are from each other that i might want completely seperate blueprint for animation

drowsy snow
grim ore
#

"advanced" is not really a button to press and that doesnt mean the character movement component cant handle it

prime willow
#

what percisely or vaguely would that pertain to

grim ore
#

well your animation state machine might have an idle -> jump transition and you might not need that for something that doesnt jump

prime willow
#

o.o

#

ah

#

so like if the robot used thrusters instead of jump

grim ore
#

with enough work you could use 1 anim bp for like everything but do you need that is important to decide

prime willow
#

i might wanta bueprint for that difference

grim ore
#

like if you have a child npc that does nothing but idle, do you really need all the other code on its animation bp?

prime willow
#

o.o

#

i see for them a sort of npc blueprint for animation is what id setup

drowsy snow
#

What matters from prototyping phase is getting the idea across and making directions out of it. @late stag

prime willow
#

something generic and less in nodes for their purpose

#

and i assume

prime willow
#

the same would apply for any races that dont neeed large features from the standard blueprint

grim ore
#

yep you could have like villager anim bp, merchant anim bp, uh... lazy peon anim bp

prime willow
#

ah

grim ore
#

i mean you dont need it but....

prime willow
#

so like gundam blueprint because they fly and dont jump maybe a blueprint for nthe 4 arm race because perhaps they have dual casting setups

grim ore
#

100 NPC's all checking 10 variables for animation states they never enter is wasted cycles

prime willow
#

so id make variations to suit those needs and scrub out the unecessary bits

#

i get it

grim ore
#

yeah its kinda like this for me

prime willow
#

that seems like the perfered route id go with

grim ore
#

if I have to go "If this do that, and if this do that, and if this do that" maybe I want less if's and more one offs

prime willow
#

i thought it was something a bit more complex than if they need those cycles or not x3

grim ore
#

but a single if this do that or this might be fine

prime willow
#

ok this makes purrrfect sense xD

grim ore
#

there are anim layers in anim blueprints, you can actually have like a base anim bp then load/unload parts of it

prime willow
#

ah

grim ore
#

its sorta complicated but you could load up say a caster anim layer set if you are a caster then swap over to sword if using sword or two weapons if using two weapons

prime willow
#

o.o

grim ore
#

so your base anim bp could handle getting data and stuff and then your loaded anim bp would handle animations

prime willow
#

i see

grim ore
#

again its sorta complicated

#

lots of the engine is "sorta complicated" lol

prime willow
#

i can totally do this with the anima blueprint for CQC

#

but wuoldnt it be smarter to put weapon based anima blueprint stuff into the weapons themselves

#

if the fighting style is universal with said weapon or varation of weapon

#

and have it overwrite the character anima bluprints CQC bits from the character until sheathed

grim ore
#

theres no real smarter or not, its just going to come down to what you design for your project

#

like my prototype just had the weapons swap out so the weapons held the animation data but the anim bp was the same and just used that data

obsidian robin
#

am i doing this wrong? it wont show on the landscape anymore, i got top section for diffuse. middle for roughness, bottom for normals

drowsy snow
grim ore
#

@obsidian robinwhat shows on the landscape?

drowsy snow
#

I thought it was some unique third party BP system lol

obsidian robin
#

just checkers nothong

grim ore
#

change your sampler source to one of the shared versions on each texture

obsidian robin
#

so do share wrap on each?

plush yew
#

I get where you're coming from each design is better for each projects needs

grim ore
#

wrap or clamp, its going to depend on what you want. try one and see how it looks then try the other

#

landscape? probably wrap

obsidian robin
#

ok

plush yew
#

I guess the only reason why I would put weapons into their own combat setup would be if the weapons blueprints and leave and enter states from the character blueprint xD

#

But something tells me unreal can have animation and state machines interact with other actors state machines c:

grim ore
#

yep every project is different, theres no universal answer once you start doing stuff

drowsy snow
#

Is there any performance setback from adding material attribute input in engine source? I'm trying to add 5 additional input to support both cel shader and outline rendering in GBuffer pass, but I'm afraid it causes issues down the line.

obsidian robin
#

still nothing @grim ore

plush yew
#

I wish I could help but I barely understand the gbuffer stuff ;3;

drowsy snow
#

Though I'm probably should ask it in #graphics to begin with...

grim ore
#

@obsidian robinso all of the textures are set to shared now and the material was compiled?

obsidian robin
#

yea

grim ore
#

what happens when you double click on say the snow layer info/

obsidian robin
grim ore
#

yeah weird, maybe restart the editor. the shared should have fixed itr

#

the icons for the layer info should be showing the correct stuff

midnight bolt
obsidian robin
#

ok :/

grim ore
#

I would restart and see if it fixes it, if not make sure they are all shared

obsidian robin
#

ok

prime willow
prime willow
tacit knoll
#

Hi, one of our team was editing a map in 4.26 and it made a new folder called __ExternalActors__. Inside is a folder structure that leads to the map folder. In side that are a load of random looking folder with two character hexadecimal names and inside those are uasset files with jumbled names.
Does anyone know what this is and if it'll cause any issues? I'm struggling to find any documentation on it.

obsidian robin
#

still nothing ๐Ÿ˜ฆ

#

am i doing the layer infos wrong?

#

can i give u the material to see if i did it wrong? @grim ore

serene birch
tacit knoll
#

I think it's something like that, I see two people mentioning it here through searches.

serene birch
#

splitting files in that structure is typical, each file name is probably a GUID for the actor and to avoid having too many files in the same folder which causes HUGE performance issues in most filesystems (especially windows) you split them according to the first two hexadecimal pairs

drowsy snow
#

The only sus shader complexity would be the masked blend mode, which is expected.

lunar garnet
#

i have no idea what's going on there but im spotting a waifu

drowsy snow
lunar garnet
#

.

prime willow
#

oh wait

#

i have a question

#

if youre free

#

if i wanted to have my block activate like a fighting game attack

#

with startup and end frames before you can switch between state machines such as walking moveing jumping and attacking

#

and have them slide between each other like some sort of fighting game combo

#

but change the combo attacks to moving attacking or defending and make it smoothe as heck

#

would it be better to make the blocking function a state machine instead of a function o-o

drowsy snow
next badger
#

@prime willow if you're making a "fighting" game...you have to write own animation queue system...if you just want combos, you need to make a good states or curves for all of your animations

#

by states i mean animation notify states

ashen brook
#

Took me all of 2 minutes, so there you go!

worthy forge
#

Whats the best/usual way Game Devs deal with getting ppl to Alpha test their game for general feedback. I'm not sure if i should just create a demo when i want ppl to also play the whole thing to tell me if its long enough

ashen brook
#

4.26 asset, put anywhere, has no dependencies

midnight bolt
#

i will try it right away!

#

thanks a lot

ashen brook
#

it's an EditorUtilityBlueprint, parent class ActorActionUtility

#

usage:

#

enjoy ๐Ÿ™‚

fallow hornet
#

Anyone have experience with the control rig from the Audi Configurator

ashen brook
#

that's not easy, and is a lot of work

fallow hornet
#

I imported a custom car and after i put everything into the skeletalmesh groups my car exploded

ashen brook
#

Alternatively, pay QA outsource vendors

worthy forge
ashen brook
#

I would recommend posting progress on your game as you make it, and giving potential future players a way to get involved

#

discord is great for that

#

it's all marketing and community management though, which is probably not what most of us here got into gamedev for

worthy forge
old spade
#

guys how small a game can get in unreal I mean disk space? been interested in making an android game that could work on crappiest phones

ashen brook
midnight bolt
ashen brook
#

I think that has no scale or rotation, just position

worthy forge
plush yew
#

Like for example queuing into a movement or fox trot

#

Or is it limited to just next attack via animation notify

ashen brook
# worthy forge Now i have to learn how to run a discord server ha

My advice would be, don't rabbithole too deep. That's something you can worry about once you've got decent enough progress on your game that it makes sense to start building a community. In the meantime, you could just ask real life friends to test it for you, or put it on here in #work-in-progress or on other social media and see if anyone's interested

#

it also always makes sense to think about what kind of questions you actually want the playtesting to answer

#

that can be anything

plush yew
#

@drowsy snow can a objects state machine trigger another actors state machone

ashen brook
#

E.g. "what's the performance on a variety of hardware?", or "Is it fun?" or "How do you feel about our main character" or very specific things you track with metrics... it makes sense to think about what you want to find out from a playtest before you organize it

plush yew
#

Like if you finish your attack with your weapon tou go into the actors movement state machine and vice versa

#

Or must they be connected in a soup :3

drowsy snow
plush yew
#

Oh

#

I see

#

Like a mediator

#

To tell the blueprint anima what to do next for who and what

drowsy snow
#

Pretty much that.

plush yew
#

Makes sense x3

#

I'm guessing you can link this with animation notifies

#

To take it to which ever level you like

next badger
plush yew
#

Like after 3rd of attack animation notify occurs you can now queue into block state machine

#

Wait what

#

Well I don't want block movement and attack to cancel into each other

#

Like a combo into a hadouken