#ue4-general
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Oh BTW, pose assets can be used for retargeting 
I'm just going to uninstall and reinstall
Blender tutorials are perfect, google blender to ue4 and you might find something useful!
UE4 is super stable and works really well in my experience.
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.
whenever i import a surface, it doesn' actually have the displacement / 3d to it, do i need to enable it somewhere?
while painting my landscape a section started compiling shaders and now is left with no texture
what can be done to fix this?
try changing every texture sampler to Shared, that part of the landscape must be going over the sampler limit
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
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?
yes, normally through a socket, you would have a python process listening for a port and another python program messaging that port
maybe theres an example of how that would work on the importers, i know blender-tools calls importers through a port
Interesting, the only way is through socket networking?
uhm theres pipes too
Hey guys, i have a problem setting a animation in unreal engine 4, would anyone assist in real time with a commission? Its urgent
blueprint based
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?
You can prototype things up in UE4 faster (courtesy of Blueprints), and you can tone down the graphics if you want to.
If you see fit in your prototype, you can build upon it straight away in UE.
I am not asking what will be faster for prototyping (and I need to use the serial port, so I will need to use c++ in case of unreal, because blueprints don't have this feature), but what will run faster.
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.
It is less overkill, then making the prototype in plain c++ (as the final result will be).
Fixed after downgrading my driver & Reinstalling a newer version of unreal engine... Why they don't resolve this I don't know
Thanks I did manged to solve the issue by reinstalling unreal engine
Does Unreal have like a locator or a null that I can use for parenting?
SceneComponent is just a component with a transform? Static meshes can have Sockets if that helps
Can you change the collision settings of a mesh used for landscape splines?
Anyone know how to use Temporal Super Resolution on unreal 4 or 5?
TSR is UE5 only.
Ahh kewl kewl. Do you know where there is any documentation or a thread for me to follow to get it running?
I cant find anything
Likely still have yet to be written.
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
POP!
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?
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...
Iโm writing an NPC that just needs to spawn and start patrolling the reachable NAV mesh of an open world map. Roaming to sections it hasnโt seen yet. Iโm 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 ๐ thanks
Hey! Is there a way to copy foliage to another level in world composition?
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
@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
It might output 0,1,2
am running this at an empty map it doesn't not run the same level everytime but it does sometime I want to make so it plays
rain then snow without repeating the same level
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
how can I do that didn't find anything about how to do so
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
its up to you how to implement that, but that would be one example. Could do it on complete as well
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.
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
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.
๐ no problem
๐
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
Will do ๐
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
im retargetting the alsv4 and i cant seem to get the toes to follow the retarget animations ;-;
Unreal engine crashes over renaming an object... lol
Is there a way to dismiss this error? our team is aware of it and would prefer it just not log it if possible
no worries either way
All code is now available, both the android App and the demo project.
Driving MetaHumans with Android Smartphones
Groundwork for Android smartphone compatibility with Face capture
Thread:
https://forums.unrealengine.com/t/face-capture-with-android-metahuman/234927
Android apk and Unreal project download links:
https://drive.google.com/drive/u/1/folders/1xmO57xO6RTyviZEkmkYsE2YY4AAzxlsp
github for each project:
https://github.com/MaximeDup/AndroidArcoreFac...
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 !
Somebody know how pu render of camera in materiaux
i want put in here
in screen
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
someone end me
I had my 4 monitor setup going great
and one of my monitor arms broke and it smashed the vertical ultrawide I was using
go to #blueprint
Was just thinking that, thanks
No problem
does some1 know why I can see the outlines through any meshes, not only the character, here is the blueprint for it https://blueprintue.com/blueprint/uc81i_eu/
that shader is just outline code?
postprocess material ye
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?
question, is it possible to let players make their own custom in game currencies?
In runtime? Depends on your game design.
Theoretically you could use a struct consisting of an integer for the value and a FString variable for the currency name. But this doesn't make much sense in game design perspective.
thanks, I just need the possibility of it be done
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
it would be nice if someone could help me because i'm literally unable to use bridge for this
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.
Also the hosting works fine when it doesn't run through steam
Here's a screenshot of it
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 ๐
Guys it's ue4 bug or my copy corrupted. Create new TimeOfDay level and in ccmd run memreport
POP!
there isn't one, your graphics device failed for whatever reason
update drivers, change your GPU, only real options
What
hmmm sometime my drivers fail and again it starts nice problem
any other solve pilis
if you have two GPUs in a laptop, it might shut down one device in favour of using one for power management purposes
that would also cause a device lost error
"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.
or just Windows
Windows is great at losing your GPU for a frame or two
which unfortunately is enough for UE4 to lose it and crash
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.
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
Hi, does UE4 run more stable with the Nvidia Studio Drivers or is there no big difference between SD and the Game Drivers?
Game Drivers are more preferred and recommended, largely due to Unreal Engine is a game engine, not an offline renderer.
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
You could repurpose one from the flying UFO sample
UFO sample?
If you trying to make new project, or adding an asset pack from content browser, you should see the flying template
I dont see it
Did they really remove it in UE5? That's unexpected 
Try creating new project instead, see if it's there
So they did remove it from UE5.
It was present in UE4, and I'm still mainly using UE4.
Thanks
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
@olive ginkgo https://www.youtube.com/watch?v=ee-Zrxsu-A8
Hamachi Download - https://www.vpn.net/
A tutorial walking you through the set up process for multi user editing in unreal engine 4. No need for lan.
ty
@olive ginkgo no don't use that, you need source control like perforce
multi-user editing is just for placing/moving assets on the same level in real time
oh ok
is the free version of preforce decent enough?
i dont know if theres a paid one
All we want to do is work on coding at the same time and implement it ez
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
ye syncing together would be nice
just so we dont have share files each time and migrate them in
when you start editing the file it will lock that file out for other members
and when you are done it will unlock and other people will be able to get the latest version of it
sounds great, ill check it out ty
np, if for example you're a git user you can go with that, but personally i like perforce much more
for perforce you will have to host the server somewhere, you can do that on your own pc
or maybe a spare laptop
so as long as the server is online we both are g
ye cool
I think i can get a free vps with a student deal
but if i can just leave pc on thats ez
if you are hosting on your own pc then you will have to open ports as well so other people could access it
Hi, anyone uses something like a widescreen overthere?
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
Does Apex legends for example alters the resolution scale perhaps?
Where to find lod distance , my mesh lods too soon i want to overwrite it
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.
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 ?
in the mesh itself untick (auto compute lod distance) ... you can also make LOD groups
you need to compile the unreal source
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
@pine gladeif this is for UE5, there is a message pinned that has the answer
Yes I know now
Hey fellas
helo
Unreal Engine Tutorial 3 - Adding Enemies with PathNodes.
Anyone know how to copy foliage from level to level in world composition?
Is it possible?

Should I start this or is this scam?
UE4 likes to randomly enter VR mode when i dont have a headset connected
and then crashes...
@plush yewit;s an official learning series on the official unreal engine learning site so....
disable steam vr plugin in your project plugins
finally have some working ui kmh and mph https://streamable.com/wpowa6
Is there a way to use the Noise node to blend 3 materials together in patches?
you should be able to
like this or something
make a master material
and than put noise before the output iirc
or into one of the a or b or c nodes before stringing it together into an output
hmmm ill try that
i might be wrong lol
i feel like there was a simpler way though
but i think thats the way youd go about it
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
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?
I didnt even know you could do that kind of stuff with the material nodes
@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?
using an if or a lerp would do what you want yes
and if using a lerp it would handle the blending
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)
Where would I plug the noise into this?
well if its just the black and white, it would be a lerp node
plug the noise into the alpha and your textures into A and B
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.
@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.
I'm just more confused by the wide pricing from different Cloud platforms. I mean $1k-$6k is a pretty big window.
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
amazon has a whitepaper on setting up pixel streaming and EC2, did you use that for your requirements?
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
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
I was using the UE4-docker pixel streaming guide instead, but let me try that out. Thanks for the referral.
yeah amazon has a repo with a sample project and some docs https://github.com/aws-samples/deploying-unreal-engine-pixel-streaming-server-on-ec2
Just go to Window and add as many content browsers as you want
actually I did see that. Came out to basically the same cost as the ue4-docker approach
ok so that must be a pretty good basis then
Thank you โค๏ธ
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.
All I can say is give this a read:
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Networking/Actors/RPCs/
Designating function replication across the network
thank you, honestly anything helps. Ive gotten some stuff to work but honestly there are some issues that are just racking my brain
I find replication without C++ to be quite harder to do
There are a few things that are only on the C++ side
Like for example function validation
yeah, unfortunately im not all that code savvy
I mean, it's not like you can't make it, you definitely do
but it can get pretty messy
I bet
Im just trying to make a dumb shooter to play with some friends, but im starting tot think im getting way over my head
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
of course I will definitely read that
replication is hard because you have to actualy do it right
you have to think about how its supposed to work, then think again on how its actually supposed to work
I think the mistake I made was builing the character system before even considering replication
you end up doing the same thing like 3 times just to make it work right over networking.. which feels weird
yep if you dont start out with networking in mind, start over... honestly
Yeah, doing something wrong will end up in one player having all the features and the rest not having even a hud
yeah
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
adding replication usually increases the level of complexity of any task, but it's not like it's unmanageable
I say give it a test and see if you can get it working on the basic level
nope just have to realize its 4 things to make it work instead of 1 heh
well time to start over the project and port over the old blueprints bit by bit
If you have more specific problems, you can always come here and ask, or DM me privately
also #multiplayer because smart people hang out in there
That too!
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
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
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?
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
could be a driver issue with your video card
I will try updating my Video Card driver, thanks for help.
How can I prevent my water from stopping where the terrain ends?
How do i make it displace the layer once and not multiply times ( as shown )
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)
hello is someone an expert at collisions?
I may be wrong but you can manipulate the texture coordinate node inside the material so it doesn't tile like that
i need help with collisions of attached actors(i just need the child actor to prevent parent's movement if it collides with something). Something unusual keeps happening, the child actor collides with parent but nothing else
Awesome glad to hear!
what are your collision settings for the parent and the child? (in the details panel on each component)
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?
Tried updating video card driver, still not working
smoothly depends on the project, no way of answering that
you say I need to buy new GPU too?
as an example , can I run UE5 demo with this system?
you can run it, it wont run smooth
you can see the specs they recommend on the page for it
the minimum system can run it well or need to buy recommended system?
@plush yewyour video card might just be having problems, which card is it?
the minimum is 50% scaling at 4k30fps
well is up to you
and one more question , what part is more important for UE5 ? GPU or Cpu+ram?
both are important, both have uses depending on what you are doing.
you can work with pretty much any recent hardware, you just have to limit your projects
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++?
My computer works perfectly, it's only when i'm in UE4 it messes with my computer, i play a lot of video games and none of them affect my performance and screen
C++ is 100% cpu so if you want that faster you want a faster cpu
@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?
oh thank you , actually my work is much on C++ and AI , so you say CPU is important , good , because I have not money for buying 2080 !!
does anyone know if brushify country roads works with 4.26?
art stuff usually has no problems goin up versions
hmm i've got the country roads pack and doesn't seem to be added to my 4.26 project
drop it in a 4.25 and migrate it mayB
i'll try that
I have RTX 2070
maybe try downloading an older version, newer ones have issues with UE4 (for some people). there is a pinned post in here
i cant find my firstpersoncharacter animation bp
nvm found it
actually, i dont have an animation bp for the new firstpersoncharacter I made
ok dw its fine now
couldnt find a help channel so ill ask here i cant install unreal engine like
the buttons are grayed out which means i cant select a version to install
give it a few minutes to finish setting up, also look in the bottom left for any updates
no updates also ive installed ue before
and restarting the launcher didnt do anything :/
oh wait there
it fixed from the nothing
same problem still happens ๐ฆ
hmm if you migrate it it should at least be in there
when I hit add to project, it literally lasts like a milisecond and the progress bar just disapears
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
oh it does, i just didn't put it in the vid, that's why it goes white whilst i select ๐
the data folder has nothing in it which is weird
lol i just got back from dinner and when i looked at the monitor the engine just finished installing
what a coincidence
the only brushify pack it works on it the environment shader but the urban buildings and natural road pack doesn't work ๐ฆ
Can anyone tell me how you can get your Play in โStandalone 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.
what do you have selected for spawn player at ?
Is there anyway to hide the selected actors text in Viewport?
besides not selected anything
the same for the level text
does anyone know a good tutorial for the ability/attribute plugin?
Which plugin?
I forgot what it was called
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
ah I believe that's GAS
check out the action RPG sample project, it has docs and uses it
are you comfortable with C++?
not really, but it seems like it also works with blueprints up to the point I'm at, at least
i needs C++, no way to get around it
https://www.youtube.com/watch?v=Yub52f4ZUU0&t=1252s
Here's one I was watching. Seems to be pretty good
there is an official one as well https://www.youtube.com/watch?v=YvXvWa6vbAA
But yes, it requires C++ to setup, once you do, you can use BP to use it afaik
I could probably figure it out as I go, then. I just haven't needed to use C++ yet
yep watch the official video on it and then figure out if you want to use it
Good luck! It's going to be painful, but hope you can do it!
UE4 still trys playing in VR without having a headset connected
disable the steamvr plugin
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
what version of the engine?
did you choose that or did it install it for you?
installed it for me I think
how big is a new project on ue4
like this
go to the library tab, click the orange plus to install a new version, then the drop down. what is in there?
click the orange plus...
uninstall 4.13 and install 4.26
for some reason the engine keeps defaulting to an old broken version
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?
next year
alright thx
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?
Hi, is there any way to move mesh objects in level to mesh direction? Not world direction.
i have 2 ai who just run at each other with move to nodes. I want them to run in a straight line, but for some reason they are circling each other, even leaving the nav mesh bounds to do it. How do i make it so they can only run in one dimension like a 2d game?
https://gyazo.com/5528a62197790acdc1137eac339852e5
@tough perchat the top of the viewport is a globe/square, that is the coordinate system. change it to local
@tough perch Thank you!
Hi. any idea hot to control the audio source of the web browser plugin?..
Hi does anyone know why im not able to change the screen size of lod in certain meshes?
is it set to auto generated below based on type?
this right?
yes but this is what controls that
ooh i see thanks a lot!
Hello all, I have a question regarding nDisplay and multigpu, but it isn't related to virtual production, which channel would be best?
okay but really why the hell are they not just running in a straight line lol and why is it possible for them to run outside of the navmesh?
https://gyazo.com/0c46b6bbc401131c5ae30f577f786a3f
Hello @grim ore ! Hope you doing well. Do you know is it possible to move foliage between levels in world composition?
i have a question, cant place the sphere shape by drag and drop
after i drap it shows this
wheer are you dragging this item from?
here
that looks like the icon for dragging it into somewhere it cant go, what is the screen you are dragging it into?
the viewport
maybe you are in a weird mode, show the entire screen
your ui looks weird, its not highlighting the right items.
but you can check to see if the sphere is actually there
is the UI offset on your screen as well when you do this? your cursor is not in the same location as the item
thats share x recording probblem
im guessing your on a high dpi monitor?
yea
try dropping down to 1920x1080 with 100% and see if its still an issue
i think it'll fix it
but on my screen when im not recording
everything is fine no offset
only when recording
you could try disabling high dpi support in the editor preferences as well
im suggesting if 1920x1080 @ 100% will fix the sphere issue
let me try]
since you are on 5 as well, you could try the create option
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
of course you can modify anything, if you can figure out how to (which I am sure you can manage)
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?
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 ?
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?
I don't know if it's the best way but I've made a combo system by having a integer for each input, and then with each input incrementing those int's, and then using a bunch of switch statements, then at the end of animations calling an event that ends the combo, could also reset the combo at the end of your switch branch
aye ty
Dude, that's super illegal @still ginkgo
:no_entry_sign: ใจใขใณใณ#6654 was banned.
woah what did i miss
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
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!
doin gods work
Hey fellas, does Unreal have lipsync system on marketplace? The one i found kinda cheap
i'm not sure where to start for this task; i want to only affect the scale of individual objects
Getting this issue when trying to generate project files for engine source
There's also a input buffer plugin in the marketplace to help out with this
That plugin only supports 4.24 and below iirc
never mind, i fixed my issue
seems the source didn't fully extract
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
i'm having a hell of a time with this
can't believe nobody at epic needed such thing lol
@grim ore Hey Mathew do you know the easiest way to render a gun over everything else, so it doesn't clip with geometry?
which engine would be better for a stylized open world story?
my friend was thinking about creating one
no, really?
probably unreal, especially with ue5 around the corner
ok thanks
and it would be best to do it in c++ i guess
if you can do a mix of c++ and bp that would be best I think
he was just asking which game engine would be the best for an open-world game
ok i was thinking about a small boy that lost his mom to a wind god and he can turn into a butterfly and he finds her as a rough idea
sounds neat
does anyone have any idea why my animations stops working when i "save" it?
What would be a good start from scratch or use something else?
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?
this room is completely closed in , how is it still so lit ?
Have you tried rebuild the lighting? Does the wall only have rhe texture facing inwards?
Hey guys i'm having trouble importing this animation from Blender to Unreal 4.26. Iโm 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! Iโve been troubleshooting for a while now, Iโve baked the animation in Blender, played around with the FBX import animation settings in Unreal and, Iโve tried just about every option when exporting the FBX out of Blender. Would love it if anyone could help me out thanks! Iโm sending a screen record of the animation of how it looks in Blender and Unreal.
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
Seems like incorrect Blender orientation to me.
Would you know how to fix?
Have you tried testing it in higher resolution.
Yeah, im using cintematic mode
yes i have rebuilded multiple times . how can i tell if the textures are facing inwards ?
Only near DOF is working, but far objects still in focus
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.
Go outside. Really.
Check if the wall disappears from the outside.
i have a small little problem with what im doing and i have no clue what the problem is. || it is hud related||
https://www.dontasktoask.com
Also #umg
Also ||spoiler tags are redundant in this server||
ok
On which axis?
it looks fine
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
Its easy, just make a backup of your project and then open newer version and select your project it will convert it automatically
Oh! Damn, i wonder how that wasn't anywhere online xD
I'll try it, thanks a whole lot! :D
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?
Yeah, just open newer engine version click on MORE where all your projects are and select it. Dont forget to backup!
wait, but i'm porting from a new to an old
does that work too?
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
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
Got it. You sure there is no older version of this asset?
yeah, at least not on the store
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
Sorry to ping twice but do you know which axis i'm supposed to be rotating it on?
the landscape is the least of the troubles probably, but all the bridges, trees and houses etc etc
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 ๐
they cant, its a mod
Hey Mathew, is it perfomance wise to use DOF for distance blur player character? I cant really tell on 3070
is there another way to do it?
can't this because it's a mod for a game so the version is fixed for me 
I can try to export all assets, then import them into the old project and then copypaste
I really dont know, i just want to have simple blur on distance to make it more neat. DOF is only way i found to do it.
If you export assets from newer version to older UE will not see them
i meant like exporting them to 3d models and files not .uassets
That will work for sure
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 ๐ฆ
Yeah, i read that just 15 minutes ago.
Hey all, Quick question how do i Z offset in the material? i feel like what i have now i still scaling
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
The mesh looks like its going up and down, but i feel its also scaling ๐ค
Oh yeah its scaling for sure ๐
I heard about some box with blur material around player, kinda tricky
there is a ui blur that you could put on the screen but thats weird
Wooha fixed ๐
UI blur? Thats clever)
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?
UI blur yeah, but its not that great, all you get is a square ๐
I added 4 boxes with blur material. Still have a feeling thats wrong
I think i moved to next level of stupidity, PLANES WITH BLUR MATERIALs
I dont know, cant make a DOF working its either not working on distance or blurring sky also
Is this UI or just material?
Just material
Hmm never tried blur through material
Thats really simple one
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
Interesting
@mystic hollyI dont think anyone can really help, I mean we know something is wrong but we have no idea what you are doing
I figured it out anyways, sorry
Problem is i cant setup DOF there is only 5 settings but i cant make it work. Maybe you can help with that? Just distance DOF, without touching sky. Is it possible?
well its camera based so if you didnt want to affect camera you would have to somehow exclude it
Hm. Okay so I just use the hit normal to find how the actor should be rotated so its flush against a surface. However I need an ability to rotate it. If the normal direction is not 1.0 I cant rotate it and remain flush. I am unsure of the wizardry required to keep it flush when rotating in x/y https://streamable.com/pb59z0
can someone help, my layer info disapeared
Go to window and the option to show is in there
Ah, got it.
k ty
Nevermind. I just change the rotation of the mesh before adding to the hit normal ๐
so im trying to paint on my landscape but nothing is showing
and nevermind I am wrong lmao
nvm got it
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
all that means is they set it up like that, you could use a different key for roll if you want
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
you can do whatever you want... its your game
uh ik but i dont wanna waste space
so dont
Can anyone help me out. I am trying to get these boards to rotate flush with the normals of the object its being placed on. https://streamable.com/pb59z0
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
so how are you rotating it?
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
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
its probably one of those things way simpler than I make it lol
okay I see what youre saying
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
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
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
how to remove this sphere collision? I even choose "Use complex Collision as simple
Im trying to make like a small game and there are some features that I don't know whether does it exist within unreal engine or not
NOt even a game tbh
but more like a feature
@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
okay wait
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
@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.
Ye this is the question that I have, thanks for helping, I'll have a look around
again if you just need a web page in the engine, there is a web browser plugin
Oh no, that was just an example
Thanks for helping
BTW, just a heads-up, rule #6:
- 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.
Oh lemme change my name
For the server
My bad
Related to your question, note that Unreal's built in web browser widget is based on fairly outdated Chrome Embedded Framework, and CEF apps has its own audio output. Since the audio is not passed through Unreal's audio engine, you can't adjust the browser audio volume nor mute it.
Yep I am aware of such thing, which is why I am planning to do some testing with some coding or other plugins that could help me achieve my final goal. I am just having a mix of choice between either unity or unreal for this project
Thanks for the help
see
that did the trick btw lol thanks. Solution is usually simpler than you think XD
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
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
i can go closer to the white box
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
finally! thanks btw
which one fixed it?
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
weird but interesting
I'm new to ue and before move further just figuring out the importing and how it works.
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
is it better to import the object(from modelling software) with collision?
normally no unless you know what you are doing and need complex special collision
oh okay
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.
once you are in the editor and playing, you can eject out then look at all items in the world outliner
There is nothing there
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 ?
i dont understand
the tornado gonna spawn in the middle of the game
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
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?
Where do i get Button picture like jump , crouch and many other like this For commercial use
I have all the zip parts, but it seems like I'll have to extract each and every part, and each and every part of every part : P

While the tutorial says, If I have whole folder, I would need to extract only once
Hey guys i want to build an endless animation like the one i added on this post - Any idea how this is called ? Cant find sth helpfull in youtube .... maybe any recommendations ? https://www.renderforest.com/de/template/neon-loop-music-visualizer
the thing you're talking about, at least in that screenshot, is a music visualiser
yeah it is - but i want to reach the endless cinematic
like the sides always respawining new not visible
Hey, does anyone know how to make GTA 6 in one-day?
wtf i just asked for help how this is called not to exactly show me how it goes ! Toxic @old nimbus ?
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
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 ...
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
but from where comes the new objekts?
nowhere
it just recycles the old ones
the last keyframe just puts everything back to where they are in the first
so i need a spawner? or does the old geometry reset at the starting poitn ??
though in the visualiser above it's probably all just math
Does anyone know how the Oodle compression applied in 4.27?
you can google that
thanks for your awesome help !
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?
Apply a job at Rockstar North.
You may have to relocate to Scotland, though, and stay away from social media at all costs.
hey
anyone help me in compiling ue4 nvrtx ?
i want to compile the least needed files means i want to compile only core editor
Wha... I'm so sorry, I didn't mean to do so, this thought just came to my mind, and I thought I should send it here. Man I really apologize. 
Noh, they take years to make a game. So I decided to take things into my own hand, and have to decided to make GTA 6 in one-day. 
All Alone

Say what you will 

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
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?
Consider that one before you have attempted to make GTA clone, and it went nowhere after around 6+ years
Hello, This is my project AQP City. All my experience and my portfolio into a open world game. Since the last thread where I presented the first steps of AQP City, now I come to present the solid progress that has taken my game which already has a playable condition but still i need to polish and improve it. My campaign on Indiegogo was not s...
Hey!
I was building UE4.26 from Source
But it failed
saying someproblem in Shader etc
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 ?
With the meta humans does anyone know how to export as a singular skeletal mesh instead of a modular BP?
Buy a faster CPU with more thread count.
Why not combine them in your DCC software, and bring it back to UE4?
man from a slimed 5gb to 2 gb not bad but i want more , am sure am missing a useless platform hehehe
pls help
its like i want to use the nvrtx branch so badly , or am not happy guy anymore
Your talking about using blender to combine them all. And yeah with that much hassle its just as easy to make characters
Yes, because I think you're completely forgot that MetaHuman Creator does not have much clothing options or body adjustment, nor allowing for a custom cloth one.
It would make sense to have them modular, because who knows how far one wanted to modify it to fit their desired design.
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
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
hey guys i wanted to ask that my ue4 is not launching
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?
hey everyone, my landscape brush has disapeared, would anyone know how to get it back ๐
Is there like a particle system in ue4 ui
Hi! For a long time I have wanted to enhance my games with some UI particles, but I couldnโt find a good option. The only available options were render targets, a clunky and expensive choice, or some plugin from the Marketplace without Niagara support. While waiting for Epic to integrate UI particles to their engine, I thought that I could give...
any idea guys why my ivy and creepers on the wall turn black after building lighting
ah good point thanks
hey do you guys know any video about random player types with 2 random color depending on the types that support multiplayer
Has anyone ever had the problem were the editor has a lag spike every 5 seconds?
is it possible to make ue4 mobile game to look like pc
it looks really bad for mobile
mobile
i dont think so
because higher graphics takes more ram and processing speed
basically look at Fortnite and the tradeoffs they went for
How do I check how many ticks is my function?
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++)
should he start off with als or create his own movement and things like that
he should start off by hiring a crapload of people who know what they are doing.
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.
ALS V4 and Character ฤฐnteraction this Unreal Engine 4.
no he wants to create a game by himself for the first time
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.
well he is broke
is there a way for him to start by himself
he will be more broke after a couple of years investing into his game to find out its rubbish
without getting a lot of people
so he shouldnt game dev?
ill tell him ig
I wouldn't say that. I'd find a team
ok
how do i edit each materials tiling/scale without getting rid of landscape texture coords?
Just add something in between Landscape TexCoord and the sampler UV input.
im confused
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.
so how do i plug in the texcoord for each texture befor it reaches the end node
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
do i just remove landscale coords with texcoord for each
As I said earlier, just do something in between the LandscapeCoords and the texture UV input. Whether it's multiplication (scaling) or addition (shifting).
like this? @drowsy snow
Yes.
And you can share the output of the last node before the UV input to other texture maps.
kk
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?
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
If they know the black magic with Unity optimisation, then by all means. Don't use Unity if they're just using Genshin Impact as a comparison but not aware of said black magic to compensate performance issues.
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....
so unreal would be better
I was thinking about using als as a base
or would it be better to start from scratch
again going to have to prototype, read up on its limitations and issues.
I know people come in here from time to time asking how to do stuff with ALS, its not a simple system
the main issues was from multiplayer but i wont be using it
@olive ginkgoit will be between easy and super hard to port to VR
to add on they said it was highly optimized for production
or the one from the market place would be beter
better*
@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.
so it would be better so start from scratch>
?*
Is it harder based off mechanics? the game is pretty simple gameplay wise
better is... up to you
@olive ginkgomechanics, graphics, systems, plugins, target platform, goals for performance, etc. etc.
If your buddy is just getting started, they have a long way to go.
he has some knowledge in c++ so his goal is to create the game in c++
So he had some experience with UE4 C++?
to add on i will help him a little too
so... he uh.. has no experience with UE4?
little
so none
ive explained him about actors and most of the main important classes
pawns
components
yep your not going to get a good answer from here, you all need to prototype
never really worked on a game like this tho
your talking about a years long project so taking a few months to figure out your path would be smart
ok thanks
Prototype, a lot.
I mean, my project took me 3 years to prototype by myself, while also concepting everything else.
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
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.
i was never going to work with mp
its a solo player game
nah everyone should start with networking, it seperates the devs from the rest ๐
laughs in almost 5 years of no understanding in networking
i was just thinking about a game engine to stick with
yep networking is the best, just the simple act of playing the same animation across machines is the best
that would be better for the general idea
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
recently rendered isnt instant so it could take a bit, and is visible is just if its being drawn or not
@grim ore remember when we talked about animation blueprints and making clone blueprints for different species or booleans for gendered differences
to add on would it be more flexible to just create a pawn so you are able to include your own things
and 100% occluded might not take into account the bounds of the actor which is what the check is against
what would be the term used for making a sort of overlaying animation that plays base don boolean for male to female
to use a character or a pawn depends on if you want to use the character movement component or not
i want to do some research into it before i start messing around with it
Animation slot something something?
@prime willowprobably nothing specific? the blend nodes are what is used to determine what plays based on a condition check
well i noticed matheww said that based on some aspects i might want different blueprints completely
oh so the blend nodes
well i want more advanced movement
blend by bool could be used to do determine between 2 gender animations for example
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
You don't need advanced movement just for prototyping
"advanced" is not really a button to press and that doesnt mean the character movement component cant handle it
what percisely or vaguely would that pertain to
well your animation state machine might have an idle -> jump transition and you might not need that for something that doesnt jump
with enough work you could use 1 anim bp for like everything but do you need that is important to decide
i might wanta bueprint for that difference
like if you have a child npc that does nothing but idle, do you really need all the other code on its animation bp?
What matters from prototyping phase is getting the idea across and making directions out of it. @late stag
ok thanks
the same would apply for any races that dont neeed large features from the standard blueprint
yep you could have like villager anim bp, merchant anim bp, uh... lazy peon anim bp
ah
i mean you dont need it but....
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
100 NPC's all checking 10 variables for animation states they never enter is wasted cycles
so id make variations to suit those needs and scrub out the unecessary bits
i get it
yeah its kinda like this for me
that seems like the perfered route id go with
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
i thought it was something a bit more complex than if they need those cycles or not x3
but a single if this do that or this might be fine
ok this makes purrrfect sense xD
there are anim layers in anim blueprints, you can actually have like a base anim bp then load/unload parts of it
ah
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
o.o
so your base anim bp could handle getting data and stuff and then your loaded anim bp would handle animations
i see
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
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
am i doing this wrong? it wont show on the landscape anymore, i got top section for diffuse. middle for roughness, bottom for normals
BTW is "anima blueprint" your way of referring to anim BP?
@obsidian robinwhat shows on the landscape?
I thought it was some unique third party BP system lol
just checkers nothong
so do share wrap on each?
I get where you're coming from each design is better for each projects needs
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
ok
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:
yep every project is different, theres no universal answer once you start doing stuff
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.
still nothing @grim ore
I wish I could help but I barely understand the gbuffer stuff ;3;
It's fine :3
I'm just afraid what I'm trying to do has some setbacks down the line (or even fatal ones). It seemed too good to be true for Unreal to allow adding more input in the material attribute.
Though I'm probably should ask it in #graphics to begin with...
@obsidian robinso all of the textures are set to shared now and the material was compiled?
yea
what happens when you double click on say the snow layer info/
yeah weird, maybe restart the editor. the shared should have fixed itr
the icons for the layer info should be showing the correct stuff
I'm giving up on this. Blueprints aren't my thing. I like working on level design itself. Would you be able to make this tiny widget for fee?
ok :/
I would restart and see if it fixes it, if not make sure they are all shared
ok
i hope you find an answer to that D:
and yes it is sorry xD
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.
still nothing ๐ฆ
am i doing the layer infos wrong?
can i give u the material to see if i did it wrong? @grim ore
isn't that the new "one file per actor" saving mode? I'm pretty sure it was added somewhat in 4.26
I think it's something like that, I see two people mentioning it here through searches.
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
I'm getting some lead though, and probably mixing up the terms anyway. I was doing OutColor and lighting tricks, not necessarily messing with GBuffer.
The only sus shader complexity would be the masked blend mode, which is expected.
i have no idea what's going on there but im spotting a waifu
Nothing to see here

.
oh thats really good
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
State machine is a good option.
@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
I'm afraid not.
But I just made it for you for free:
Took me all of 2 minutes, so there you go!
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
4.26 asset, put anywhere, has no dependencies
it's an EditorUtilityBlueprint, parent class ActorActionUtility
usage:
enjoy ๐
Anyone have experience with the control rig from the Audi Configurator
Cultivate a community, get them excited and invested in your game
that's not easy, and is a lot of work
I imported a custom car and after i put everything into the skeletalmesh groups my car exploded
Alternatively, pay QA outsource vendors
Thanks for the reply and advice
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
Do you think a specific Server for the game is necessary
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
It definitely can't hurt
Thanks man! Script seems to work. This should be built into UE4 by default!
there's one for offsets - when you right click an actor, go to Transform -> Delta Transform
I think that has no scale or rotation, just position
Now i have to learn how to run a discord server ha
Can animation queues be used for more than just the next hit of a combo
Like for example queuing into a movement or fox trot
Or is it limited to just next attack via animation notify
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
@drowsy snow can a objects state machine trigger another actors state machone
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
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
Not necessarily through state machine itself, but you can use BPs and collision detection stuff to trigger another anim BP's transition.
Oh
I see
Like a mediator
To tell the blueprint anima what to do next for who and what
Pretty much that.
Makes sense x3
I'm guessing you can link this with animation notifies
To take it to which ever level you like
the problem of queue is it should have option to be broken (imaging blocking a combo hit in the middle)

