#ue4-general

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covert summit
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turns out obsidian disagrees

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well mostly

drowsy snow
covert summit
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a pure blueprint like graph, but one that is built around dialog paths gets super messy really quick

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let me find the video it was gdc I think

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highly recommend for background

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obsidian games are all about dialog so there's a lot of good tidbits in there, even if dialog is not a central thing for your project

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they cover how their tool has evolved over the years

drowsy snow
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GDC

In this 2016 GDC session, CD Projekt Red's Piotr Tomsinski explains the process for creating the dialogue animation system of The Witcher 3.

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekda...

โ–ถ Play video
covert summit
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and some of the pitfalls

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but when it comes to saving state to the game save, it's boring :-)

drowsy snow
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Saving state is as simple as storing bunch of world changing bools ๐Ÿ˜›

celest blaze
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Obsidian really does like their dialog that's for damn sure. lol

covert summit
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yeah lol

drowsy snow
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And The Outer Worlds is a UE4 game.

covert summit
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I didn't actually know that, cool

celest blaze
covert summit
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well, I guess what were they gonna use, the creation engine? ๐Ÿคฃ outer worlds definitely has ladders sooooo

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in fact there's a fun story about ladders in outer worlds

celest blaze
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and the flow nodes plug-in is bookmarked for later. good link

covert summit
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oh god sorry for amp link

drowsy snow
celest blaze
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I also totally forgot Obsidian did Stick of Truth

covert summit
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theres this little hope in the back of my mind that now that obsidian and bethesda are both MS studios that MS will give fallout 4 to obsidian

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in a true twist of fate for todd howard

celest blaze
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lol I can dig it

covert summit
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it would just be so perfect

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hand fallout back to the team that originally made it

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hey, they are super busy over there at bethesda figuring out that "future technology" required for ES6 (aka "ladders")

celest blaze
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bahahahahah

covert summit
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tbf starfield or whatever they call it seems interesting

celest blaze
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It does, but the ED:O burn is till fresh so I'm not holding out hope on space games for now.

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So speaking of Dialogue trees and node based stuff. I was actually trying to use the Not Yet plug-in, but couldn't figure out how to implement it. Every example ties it to first or third person with player overlaps, when I want to just use a button to initiate dialogue. OR they tie it to the level BP which from what I know is not a smart way of doing it.

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I asked in their discord but got no response and I just left it in the dust after that.

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ยฏ_(ใƒ„)_/ยฏ is what it is

drowsy snow
celest blaze
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Yeah. I'm gonna have to look into that more closely.

celest blaze
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Also this made me cry laughing.

celest blaze
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Oh that's priceless

violet goblet
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i recently tried out to create a "toon shader"
after viewing that video:
https://www.youtube.com/watch?v=p8m8F3Y-WHA
i copy pasted that shader:
https://blueprintue.com/blueprint/ouq8_ywz/
into unreal, but after applying that, all kinda shakes around, and i dont know why? ๐Ÿ˜ฉ

How to make a flexible and high-performing three-tone toon shader using post-processing. Special thanks to David Lancaster for the original method. Topics covered: Toon shaders, material graphs, post-processing.

SUPPORT:
PayPal - https://www.paypal.me/JBunderscore
Gumroad - https://gumroad.com/jackmadethat
Patreon - https://www.patreon.com/unde...

โ–ถ Play video
drowsy snow
violet goblet
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oh okay, thanks for noticing that one ๐Ÿ™‚
beginner here ๐Ÿ™‚ gald for that info

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but can i use it for toon shading (without outlines?) with less performance drawbacks? @drowsy snow

drowsy snow
violet goblet
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oh no i got it, i dont really need any post process volume here

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yeah, thanks! it just "cleared" up ๐Ÿ˜„ thanks alot!

drowsy snow
violet goblet
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thanks alot!

drowsy snow
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And also it works with post FX pipeline and blends with particle effect.

frigid bear
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plz

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helpu

drowsy snow
frigid bear
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oh thnx sorry

dusky slate
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Does anyone know how World Composition and Level Loading works?

drowsy snow
dusky slate
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okay maybe someone knows a quick answer to my question, when i enable World Composition and Load into my Level, i am in a Standalone Level without all the World Comp stuff.

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is there a way to load the World Composition and a sublevel in which i want to spawn?

drowsy snow
dusky slate
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so basically, i need my Main Menu to be the Persistent Level for the World Comp, and then i can Load the Levels and will still be inside the World Composition?

dusky slate
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the problem with that is, i instantly load the World Composition Level (cause it only has the Skylight etc.) and while the other level is loading i am floating in mid air

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until the level gets loaded

covert summit
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oh god no don't do world comp on your menu

drowsy snow
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There is a C++ trick that allows the engine to wait for the level streaming to be finished:

void UIsekaiGameInstance::LoadComplete(const float LoadTime, const FString & MapName)
{
    Super::LoadComplete(LoadTime, MapName);

    // Flush world composition on level loading to prevent the player from falling though the ground,
    // and also to prevent sublevels from popping up around the player.
    USystemFunctionLibrary::FlushWorldComposition(this);
}

With UIsekaiGameInstance replaced by your Game Instance class.

dusky slate
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when i do that, my Engine crashes when it loads the other levels

iron violet
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hey guys

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can you help me

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im new at ue4

drowsy snow
covert summit
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please this

drowsy snow
iron violet
drowsy snow
iron violet
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but it still pitch black

drowsy snow
iron violet
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ahhh ok

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im gonna try

covert summit
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lighting does nothing without a surface to bounce off

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thats not even unreal or game engine specific

iron violet
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yes i alredy do that

drowsy snow
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Though it's interesting that UE3 logos still remain if the level template is missing

covert summit
covert summit
drowsy snow
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Also unlit view for sanity check

iron violet
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Thanks guys now my project filled with light

covert summit
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well technically.......

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oh never mind. just don't go placing sky spheres wherever you want to put a light

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just one of those :-)

quartz reef
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Does Unreal support export FBX with materials / textures ? I have a skeletal mesh that i need to cut the head off and i can't get the materials/ textures to export with the skeletal mesh

covert summit
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not sure about materials but you can definitely export a skeletal mesh to FBX

iron violet
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error: lights need to be rebuild?

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how to rebuild

covert summit
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its not an error

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you dont need to rebuild every time you see that message

frozen stratus
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Need some help... when I apply Angular Impulse below 24 the actor in question turns and then stops after having turned that much. If I apply angular impulse of 24 or greater, the actor keeps turning at matching speed, never stops as I believe it should do. Damping is zero, physics is enable, gravity is off. Basically the actor is floating in the air. I have no problem with regular Add Impulse with small values but for some reason rotation stops

covert summit
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to build use the Build button to build everything, or Build -> Build Lighting Only to just build lighting

covert summit
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for your simple scene it will be fairly quick but for big scenes it can take a looooong time

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if you dont have lighting built, the editor will treat it as dynamic mostly

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you can change the movability of a light to change whether the editor considers it for static lighting build

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but if you decide to opt out of static lighting entirely then this isnt the way to do it

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instead use Force No Precomputed LIghting in the level settings

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honestly though

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well it depends on what you are doing

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if you have a day night cycle, you basically have to use fully dynamic

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i use it for most of my levels, lighting perf is not a bottleneck

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but if its not a day/night cycle, the perf gain and quality gain you get is worth it

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even if lighting builds are the bane of all UE devs existence

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if you happen to have an RTX 30 series GPU, then UE4 has GPU Lightmass which will use the raytracing cores to speed it up

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its still... is it beta or experimental right now, but thats not necessarily a reason to absolutely not use it

covert summit
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until you know that you need fully dynamic lighting

covert summit
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the editor and even packaged builds will still work fine without building that lighting btw, but the message will remain (in development packaged builds)

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oh and also nice little "preview" indicators on your shadows just to remind you that youve not actually finished it

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but while working on the game its fine

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lmao

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i was really hoping that was a "simulator game" like carwash simulator but for doing unreal dev but written in unity

drowsy snow
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Also Unity (sort of) banned lightmapper plugin not a long ago

covert summit
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lol

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here's to our ssgi/lumen/gpu lightmass/no-more-light-builds-kindof-probably future

drowsy snow
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Maybe that, I forgot the name

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Though aren't Unreal Marketplace prohibits DLLs?

covert summit
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i thought it was about UVs

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technically its an external link

drowsy snow
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DLSS still external link

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Which is fine for third party software integration

covert summit
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if you ask them really really really nicely.... then no

drowsy snow
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Though it's not a problem since Unreal's lightmapper is solid out of the box ๐Ÿ˜›

quaint fox
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im trying to preload some levels using the asset manager when entering the main menu, but it's causing multi-second stuttering in the menu until done... Can i put a limit on the loading speed somehow, so it's slower but more responsive?

drowsy snow
quaint fox
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doing it in the loading screen kinda defeats the purpose of preloading it though

drowsy snow
quaint fox
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well, mostly i just wanna spend idle cpu time in the main menu to decrease the loading time when the player does finally press new/load game

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but it seems to either be assigning too many threads to do the loading, or giving them too high priority

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because its killing the main thread too

frigid bear
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i tried many videos they arent working

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because in those thay have made it only for highscore, i want it for time minutes time seconds and time miliseconds

drowsy snow
drowsy snow
frigid bear
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i have my time minutes time seconds and time miliseconds as int

quaint fox
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that wont be a problem, im only loading assets/levels the player is guaranteed to use... but though its working, its kinda frustrating having the mouse freeze for up to a couple of seconds at a time

drowsy snow
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You could make an int struct for the time separation, only if it's cosmetically done.

frigid bear
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i converted em to floats...

drowsy snow
dusky slate
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Okay, so i got my World Composition working, now the question is, can i only load one level via Blueprint at a time? like Level Streaming, cause when i spawn, ALL levels load at the same time and i only want a single level to load.

frigid bear
drowsy snow
frigid bear
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ill try

drowsy snow
dusky slate
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the problem is, the first level is part of the second level. so when i'm in the first level i am automatically in the second, so the streaming distance doesnt matter

drowsy snow
dusky slate
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but is it possible to load/unload levels in World Composition?

drowsy snow
dusky slate
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FUCK

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rip

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okay, so level streaming it is?

frigid bear
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i did correct but its still not working

drowsy snow
dusky slate
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okay, thanks for the info

covert summit
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another world composition casualty

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all hail the coming of world partition

drowsy snow
# covert summit all hail the coming of world partition

People seem to forget how World Composition sucks when viewed in high altitude.

The problem is that at one quest (not included in the demo), the airship has to soar high enough that it goes through the volumetric clouds.

icy quest
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Would using skookumscript and converting my project mean I could run the exe without C++?

drowsy snow
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I don't know if World Partition is going to work in high altitude.

icy quest
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Bruh

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Still tryna find a way around it ๐Ÿคฃ๐Ÿคฃ

drowsy snow
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You're still going to need Visual C++ redist regardless.

icy quest
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What if I use a plugin to shift my language to python or something

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That's so depressing

drowsy snow
icy quest
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Ok thx anyway

drowsy snow
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Don't play games in school computer, kids.

light thunder
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How do I get all actors of a class, including CHILDREN of that class?

forest holly
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<@&213101288538374145> Could Control Rig get its own channel? It's an entire scripting system now and it's rigging more than animation

ashen brook
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I can see that making sense though

fierce tulip
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^ on both accounts

drowsy snow
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I swear I will working on blog post series dedicated to Control Rig.

I just need more testing before settling into the articles.

hidden cairn
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quick Q. Im casting to a blueprint from inside a widget - what is my object reference going to be for that cast?

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the widget is called byt he bp and I want to send back a value

rich spoke
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Is it possible to backup your UE4 projects?

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And use them after reinstalling Windows 10

drowsy snow
hidden cairn
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wil ltry that ๐Ÿ™‚ thanks

drowsy snow
rich spoke
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I will backup 'em still

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im afraid of it

drowsy snow
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I said typically, because wiping other drive from setup is going to happen only if you deliberately delete all partitions of your disks.

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And by deliberately, I mean trying so hard for it.

drowsy snow
# rich spoke I will backup 'em still

If you're so paranoid of it, even if it's outside of C: drive, just copy the entirety of your project folder somewhere else or push them to your repo.

north shadow
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Hey guys i'm learning about HUD and menu and when i want to open a level with button "start" my lvl don't wanna be play but the other are playable ... Why..

crimson basin
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Hey, how do people tend to work in UE4/5 (mainly as an artist / level designer)? Are you making one UEproject for all your levels / art projects? Or 1 project for each peice of art / level? Using 1 project would help with Megascans and not having copies all over the place. Are there any tech downsides to having multiple levels in 1 project?

drowsy snow
crimson basin
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Thanks Lorash, obviously if you need to work on a real time / baked lighting each project would need to be different. Do huge terrains slow down an entire project if they exist in an unloaded level?

drowsy snow
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But then it shouldn't be matter if it's just going to be used for renders.

crimson basin
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Cool, this quesiton came about as i had a sanbox / testbed project and adding a level with a huge terrain made other smaller levels almost unuseable.

pale verge
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So I made boxes in my game that are like the ones you can find in crash bandicoot but when I jump near the boxes they jump with me. Why is it doing this?

eager marsh
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this line doesnt work for some reason

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the object has Recharge tag

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but it cant detect it for some reason

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if i set it to !otherActor-otherActor->ActorHasTag("Recharge")

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then it prints collided with

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am i doing somethign wrong with the tag

cedar fern
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hey uh, i downloaded the epic games launcher to try UE5 but now i can't access any of my games... do i need to download a different thing or??

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yeah uhm...

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uh yeah

dreamy zenith
cedar fern
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apparently i guess

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i- well thank you. that fixed it

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man i feel dumb now

vocal herald
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How can I minimize my In Game View to be like 1/5 of a Screen and be at a bottom right corner?

plush yew
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is this a good chat to ask stuff about unreal engine in general? just general stuff ?

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ok, so, im assuming i can do landscapes and everything there for scenery, is there such a thing as already pre-made characters that i can just load them and use them? because all i would like to do, at lesat for now is create stuff, and then look at it from a player's perspective, is this possible?

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why unreal UI (border specifically) keeps changing brush tint color to default after setting it to a certain value and then hitting compile+save, is it a bug?

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ok, also, how easy is it to create anything scenery wise with just UE?

plush yew
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ah so i have to model them outside?

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i see

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ok so what can i do with just UE scenery wise? without any models?

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UE's inside modeller is primitive for specific tasks, it isn't bad but it's quite unintuitive to use. u can see what's being done with that on youtube.

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it's nothing to scoff at but if you want proper looks, u need 3D assets for scenery.

vocal herald
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Does anyone know how to do this? Right now my UI is rendered over in Game View. I need to have my In Game View in a corner and scaled down.

plush yew
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yah what lorash said, i'd only add that only reason i often use unreals terrain editor is convenience whenever i want primitive enough terrain, that it can be done there.

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which is more than 50% of times, third party 3D modelling software, still highly reccomended. U can only go so far without either using assets or dedicated 3D modelling soft.

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hmm

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but if i model and texture something outside UE, then its just loading the thing, and put any character in it just to walk on it right?

plush yew
fierce tulip
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beginner tutorials in general

plush yew
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you definitely won't get how whole pipeline works by asking question after question about it, that's for sure, been there, done that, it doesn't work that way.

fierce tulip
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points at the pinned messages in this channel for beginner documentation/tutorials

plush yew
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unf...

marble tiger
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I'm pretty new to ue4 and i'm trying to make a car game and my wheels apparently have no collision, i can't figure out why

plush yew
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ok and considering all of this, which unreal engine do you recomend? i have a pretty good computer, but its not the best in the world

fierce tulip
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ue4 until ue5 is ready for production. anything you learn in 4 will be usable in 5, minus a few differences

plush yew
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latest stable 4 version, 5 isn't coming out for a while...

pale verge
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anyone know why if I have stacked boxes and I jump near them the boxes jump with me?

plush yew
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@marble tiger double click on wheel mesh and there see complex and simple collision, if complex collision is present there, switch to "use complex as simple" option. it might not have simple collisions.

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im asking because i heard UE is quite heavy in general...

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it isn't rlly, it needs half decent PC unless u dabble in professional hyperrealistic realtime renders

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it's just UE engine has tendency of seeming "heavy" under certain treshold of PC rig, just a lil bit above that treshold - and it works like a charm.

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my min specs would be: 16GB ram, GTX 1070, 6 core CPU

marble tiger
pale verge
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@plush yew What other information do you need?

plush yew
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for now, i dont wanna make any specific game, idk any coding to do games

pale verge
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this is what I currently have setup. When I stack them and move my character near them and jump they jump with me.

plush yew
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i just wanna model things, and explore them on a player's perpective

plush yew
marble tiger
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I just wanted collision on my wheels... and it doesn't even collide with the ground.

plush yew
# marble tiger I just wanted collision on my wheels... and it doesn't even collide with the gro...

i offered as much of help as i could based on information u gave me, i don't know whether wheels are properly imported, properly setup, whether they are ready for unreal or not, whether they are optimized for simple collision nor complex, whether they come with their own UCX or not. I assume they aren't optimized to be used with unreal, so i offered you one way of doing that - creating ur own collisions via UCX way.

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if i was to make a game on it, for pc, where woudl you guys recomend me to start?

plush yew
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also u will be more equipped for deciding whether to use engine or not at all.

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i have some ideas, but i guess i should start simple :V

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@plush yew let me ask you a question to understand where you coming from more clearly, so are you looking for lowest, easiest step to get into game development industry without any specific deadlines or aims in mind or do you want to make something specific and you want easiest entry point into doing that?

pale verge
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@plush yew Did my previous post give enough info?

plush yew
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i do have game ideas, but most of them are not fully developed ideas, so i guess the first thing @plush yew

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@plush yew then that would be getting good at game design from personal experience, i had atleast 100-200 game ideas with all the systems written down of paper before i even picked engine to use, for me it translated very well into knowing exactly which engine i needed and what i needed to learn first. since around 80% of my game ideas were either first person or third person, it was quite easy to go with unreal engine and then since i had clear plans of how many features i have in my game for example or what mechanics i have - it was easy to google and research them one by one - for example - oh i need subtitle system, oh i need doors that open after a certain amount of time, oh i need jump that feels like mario etc. etc.

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in my personal opinion, trying to learn how to technically make games without learning how games work and how to design them, is like learning grammar without the knowledge of the language. it's possible but it will be too many "where do i go now"-s in the way.

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Youtube channel i would reccomend that taught me alot would be extra credits (only the videos before their main guy left thought), after that it became less about games imo.

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hmm

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well the easiest game i can think of that i wanan do would be in 3rd/1st person

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simple as this: a man gathering wood from trees, then he has to go process it a few timse in a few machines, load it into a truck, deliver it and sell it

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go to the same again so he can buy better trucks, upgrade machines and upgrade the axe

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there is such a game on android

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called woodcutter frenzy or something

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it's quite fun and streamlined game

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u buy better axes, more storages, factories to develop interior items and sell them at higher profit, etc.

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basically IKEA simulator.

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u can find it and try to analyze it, see where it works and where it fails, etc - for starters.

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i have one called lumber inc

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but my biggest problem in all of this is coding...

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i cant learn it :v

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yup that's the one

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lol where the fuck "woodcutter frenzy" came from

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๐Ÿ˜„

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and about coding yeah, i absolutely can't write code aswell, that was second reason i decided to go with unreal and its blueprints. i make everything in blueprints.

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they're quite easier to understand the execution flow but you still need to have "programming logic mindset" - there's no way around it.

gritty inlet
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Am I the only one who finds code easier than blueprints

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I swear when I look at blueprints I get a headache

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I am a bit biased I suppose, as I am a software engineer

plush yew
gritty inlet
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My issue with blueprints is not really understanding all the inputs and outputs of the modules

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I don't know how to hook it up properly

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it looks like gibberish to me

spare kernel
#

You should try CryEngines flow graph trollface

plush yew
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@plush yew and can i make like that, but in first/third person with those blue prints?

plush yew
marble tiger
#

Ah nice, apparently my wheel is being set to the wrong bone, and i can't scale the bone because fuck me i used the wrong unit system in Blender.

plush yew
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@marble tiger why wheels are on the bone at all?

marble tiger
plush yew
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oh i see

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so considering all of this, what youtube videos do you recomend? @plush yew

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Extra Credits from start till the point where narrator changes.

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after that you'll know which part to pick and start working on first, whether to use assets or not, whether to learn 3D or not and what are the game genres and how difficult it is to make each genre compared to others.

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once u know that, u will know all the terms like vertical slice, animation, rigging, character movement with blueprints, inventory system, datatables (etc etc what u might need) to search tutorials for by yourself.

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this advice should be written above every page or channel that's somehow related to game development. ๐Ÿ˜†

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hmm ๐Ÿ˜ฆ

pale verge
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sorry I figured it out, its been a long night for me, thanks for trying.

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Sure! So I had a movable box that is also serving as a destructible. It has a box collider on it as well and all that good stuff. I have a spin mechanic that is a lot like Crash Bandicoot, where if you jump you perform a smaller spin to destroy the box in the middle of three boxes. The issue I was running into was that when you would put your character next to the boxes the collider tied to the player was colliding with the collider on the boxes and it would pull it up with it. Now they are locked to the X and Y axis and I just didn't have custom collision setup.

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I was honestly just getting frustrated.

vocal herald
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IsHovered return false if I click on a widget

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Is there a way to check if my mouse is over a widget without it turning to false when I click on it?

sick parcel
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I'm having soo much fun with the landscape tools

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first time I use them, I'm 12 again.

frigid bear
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hello guys, i have question

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do you know how in titanfall 2 or apex when you crouch the gun tilts... i want to replicate that but i cant find any videos...

sick lichen
#

I feel like I should be asking this in a beginners chat or something.

I want to try and make a Wargame boardgame similar to 40k.

I've watched a number of Turn based RPG tutorials but they're not quite what I'm looking for. Any tips or recommendations?

I don't want to do a hex/square based movement system. I want to be able to move troops a distance in inches.

I'm still learning UE to be able to accurately gauge distances and sizes so any tips on regards to that too

exotic thicket
exotic thicket
agile tree
#

hello everyone! ๐Ÿ™‚ i've got a little question. i'm currently using in console command "showflag.wireframe 1" is there a way for me to see this for all actors while in game on a development build for QA?

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basically i'd like to see all characters meshes within game across the map

dusky thorn
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Hi everyone, im new here, im a fullstack programmer, and im really wanna start with unreal engine, i know the basics about the interface, but im need a start project idea. anyone can help me to start with this.?

cedar wave
#

Make GTA6

gloomy ginkgo
#

Guys I need help.
How do i create a simple muzzle flash particle that spawn and destroys itself after few milliseconds?

fallen gust
winter gate
burnt horizon
#

Can anyone help me

winter gate
#

Just ask a question. Don't ask to ask.

burnt horizon
#

I have a advance battleroyal template and I have to merge it advance inventory and weapon system

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Advanced inventory and weapon system I will watch toutrial in YouTube I have to merge this template with Al's v4 the merge it with advanced Battleroyal template

gloomy ginkgo
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How caN I do that?

agile tree
#

does anyone know the UE4 console command for being able to see all character wireframes (bones?) throughout the level/map/area. when i do "showflag.bones 1" it only shows it for myself and nearby actors. but im not able to see through walls for all actors within the area. do i have to increase the render distance for this command ?

grim ore
#

why not copy the starting particle if you like it?

gloomy ginkgo
#

but I don't understand how it is made

grim ore
#

well have you looked at the documentation, or watched any tutorials on that system? if not.... of course you dont understand how its made

#

if its a cascade particle, the required section has "Kill on Completed"

#

it also has duration which determines if it loops or runs once

winter gate
#

Oh wow just discovered that within the starter content there's a blueprint called BP_LightStudio and clicking on it or dragging into my level causes UE5 to crash.

#

Cant even right click on it either.

grim ore
#

weird, no issues here in 4.26.2

fresh shoal
arctic path
#

instead of always casting to character, can i do this as a function?

dense knoll
#

UE4 stuck on this

arctic path
#

wow that worked ๐Ÿ˜ฎ

plush yew
#

@plush yew i searched the guy you said, but he has a lot of playlists :V can you send me the right one?

eager marsh
#

can anyone help me out with tags on collision

#

for some reason it cant detect that the object has the right tag and keeps printing false

fresh shoal
eager marsh
#

its more the tag system itself not working

#

collision is fine

north shadow
#

Hey guys do you know why when i import an fbx in mixamo there are no texture ?

#

:/

#

Help me :-:

covert summit
arctic path
covert summit
#

and gifs too, so lifelike

#

๐Ÿ˜›

eager marsh
#

@arctic path figured it out watched a tutorial and he placed the tag on the collider box and it still worked i coudlnt see tag component for actor so used blueprint to just set the tag manually and that did the job

arctic path
eager marsh
#

@arctic path when i try to set the capsule to no collision but mesh to blocking the character just falls through the floor is that how its supposed to work

arctic path
eager marsh
#

so capsule is set to custom overlapping everything

#

mesh is custom blocking everything

#

but character still falls through the floor

arctic path
#

hold on a sec

eager marsh
#

i was thinking maybe its because mesh is child of capsule but thats how its setup and dont think i can change it

#

it works fine for other objects though

arctic path
#

your doing this is in the child and not the main? thats not very smart lol

eager marsh
#

its default for blueprint class for character

#

since its defualt i kinda went with it

#

this is how bp class sets it up on its own

arctic path
#

set the mesh up like this

eager marsh
#

its setup similar only diffrence is it fires of overlap events

arctic path
#

thats weird then something is not right

eager marsh
#

it seems since capsule component is the root it is the only collision that is being checked

#

im trying to find out how to override or change that

#

From what i read thats just how the defaul character class is setup so Iโ€™ll have to make my own custom pawn and add character movement on my own

arctic path
#

Yeah do that becuase i did this all the other day.

#

#work-in-progress message

#

Do a BASECHARACTER_BP

#

and make 2 childs or how many you want for it for teams

#

only add the code to the base bp

eager marsh
#

yeah just started unreal a day ago so figuring how it works out

winter gate
#

Is it better to complete one level or one character in its entirety before moving onto the next? Or is it better to sort of work on all at once with lots of iterations until the whole game is finished?

#

I'm working on one level and multiple characters at once. Seems like it's the way to go.

cedar wave
#

Do w/e works for you

#

There is not one path

dense knoll
#

How do you change the material of UE Hair? Im not getting a n option

north badger
north shadow
#

Hey guys do you know why my animation is not taking the size of my character ?

north badger
#

@plush yew any thoughts on the flickering?

barren ocean
#

Getting this error message before UE crashes. I'm using GPU Lightmass, a couple stationary spot lights and one sphere reflection probe.
Do you have an idea what I could be doing wrong here? Or do you know where I find the log file mentioned in the error message?

drowsy snow
barren ocean
#

Unfortunately it didn't help ๐Ÿ˜ญ

drowsy snow
drowsy snow
barren ocean
#

Hmm, it seems like I can't use GPU Lightmass if I don't switch to DX12.

barren ocean
narrow mauve
#

stop being so lazy UE jeez

chrome beacon
#

Hello everybody. A lot of assets which are normally installed in their own proper folders do not show up within the engine's browser. How do I fix that?

fresh shoal
fresh shoal
chrome beacon
#

are .uasset files and their own folders, they cannot be manually imported

fierce tulip
#

where did the uassets come from?
how did you move them?
what ue4 version did they came from, and in what version did you try to add them?

stuck linden
#

Im getting this crash when trying to join a session anyone know why

chrome beacon
#

are all of the same version of those the editor does show in the browser, I'm using 4.26.2

fierce tulip
#

that only answers my last question

chrome beacon
#

are from an old project I had in another drive after I got an SSD and i was forced to add them manually with the entire project

fierce tulip
#

that properly answers the first question :p
what do you mean with manually in this case?

chrome beacon
#

cut&paste

fierce tulip
#

was the folder structure identical?

chrome beacon
#

yep

fierce tulip
#

then basically the only reason for them not showing up is probably them being from a newer version, else there is no reason for them not showing up.
the only other thing I can think of is accidentally opening the wrong or duplicate project

chrome beacon
#

what I don't understand is why some files and folders are showing up and why others dont

#

so, how should I fix that?

#

can I?

#

the files are definitely from the same version of the engine

fierce tulip
#

iunno, i would have just opened the old project and migrated.
you can try and delete saved/intermediate folder, see if that helps but... iunno.

chrome beacon
#

didn't help, the issue persists

fierce tulip
#

then im out of suggestions

chrome beacon
#

Thanks anyway

quaint snow
#

is there a way to set vertices position of a sphere brush through blueprint? as if I were modeling it as usual, but via blueprint nodes

quaint snow
#

oh could you elaborate a bit how could I go for it?

fierce tulip
#

it might help explaining why you try to do it, in case someone knows a better approach
so now what you are trying to do, but why.

quaint snow
#

the idea is that I have a set of X,Y,Z coordinates that defines some geometries, so I'd like to set each of these X,Y,Z to the vertices of a BSP brush so this brush will be shaped the way I'd like it to be, you know?

drowsy snow
quaint snow
#

honestly that's the first time I hear about Procedural Meshes ๐Ÿ˜ถ

#

i was googling stuff like "how to edit geometry brushes via blueprints"

drowsy snow
#
quaint snow
steady hound
#

Heyo I started using unreal and do enjoy it so far but I have been annoyed at the performance.

#

The editor it painfully slow. Like un usable.

#

I type stuff in the blueprint editor and it takes a whole minute to register it and then lags out too much to properly be able select stuff.

#

Drop downs also take a minute to open.

#

And I'm running very high end hardware.

#

So my conclusion is that unreal is bottle necked.

#

So question is how do I fix it?

#

Is there some settings screen somewhere? (I checked preferences but didn't find any settings regarding performance)

#

My PC specs.
processor Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 3.40 GHz (A bit low end for now)
Ram 16,0 GB
64 bit OS
GPU Nvidia GeForce RTX 3060

drowsy snow
#

i know, I know, you're told to always keep drivers up to date, but new NVIDIA drivers are oddballs, and don't work properly with UE4 editor.

#

At least according to so many reports from other NVIDIA GPU users.
(I'm main on AMD)

versed bluff
#

But yeah it's probably a driver issue, with those specs UE4 shouldn't run that bad

steady hound
#

Thanks for the help will have a look shortly ๐Ÿ˜„

#

Also how can I prevent oculus hub from launching when unreal does?

#

Like if I close it the engine seems to not start.

drowsy snow
#

Get rid of the VR stuff I guess

#

My knowledge when it comes to dealing with VR stuff is completely empty, so I would might as well ditch it entirely.

burnt horizon
#

I have a advance battleroyal template and I have to merge it advance inventory and weapon system

#

Advanced inventory and weapon system I will watch toutrial in YouTube I have to merge this template with Al's v4 then merge it with advanced Battleroyal template

burnt horizon
#

I have merge my marketplace content

#

anyone help me

#

I have a two template that have not good animations but in Als v4 have a very good animation but they didn't have any pickup
item in advance weapon and inventory system template there have pickup so I have got a toutrial I am merge Al's v4 with advanced inventory and weapon system but I also have advanced Battleroyal template there animation is very bad so I have to merge advance inventory and weapon system with advanced Battleroyal template

drowsy snow
drowsy snow
# burnt horizon I have a two template that have not good animations but in Als v4 have a very go...

Because by no means Advanced Locomotion System is meant to be plug and play, nor it is beginner friendly. It's super complicated to be integrated or merged with other templates or custom needs, but if you know what you're doing, it's going to be worth it.
It's what it says on the tin: Advanced Locomotion System

You're also attempting to use Advanced Battle Royale Template or something, and judging by that alone, I can safely assume you're jumping the gun too early from your early Unreal learning journey (in other words, you're not experienced enough)

marsh swallow
#

Is there a to create buttons and add them to a horizontal box inside the UI via PreConstruction script?

drowsy snow
#

Attempting to make Battle Royale game is a super common newcomer trap.

drowsy snow
marsh swallow
#

i kinda wanted to stay away from sub widgets due to the way i have to set it up

#

:/ but i dont think you can create them dynamically.

#

at least i cant see it via BP

burnt horizon
#

@drowsy snow no I will already merge Al's v4 with advanced inventory and weapon system but after I have to merge advance inventory and weapon system with advanced Battleroyal template

#

I have to merge this two template can anyone help me

drowsy snow
burnt horizon
#

I am learning from 3 months

#

That I need help from other I will give this template free but anyone merge it then get me project back

drowsy snow
burnt horizon
#

No anyone make me merge it

drowsy snow
# burnt horizon I am learning from 3 months

And that's the problem.
You need to learn more about the editor and the Blueprints system, and actually get hang of it, before attempting to merge marketplace templates. 3 months of experience from nothing isn't enough.

#

Master the workings of Blueprints and anim BPs first, then come back to merging both templates once you're getting hang of it.
Again, merging marketplace template is not a beginner matter, and wildly differ from one template to another.

#

Be patient when learning. Nothing is instant.

burnt horizon
#

But I have to merge in this month

#

Can anyone tell me the process of merging

#

Ok I will give you demo of merging advanced Battleroyal template + ultimate shooter kit

#

In my timetable

drowsy snow
burnt horizon
drowsy snow
#

We have similar case like this where someone attempting to alibi on "their project manager" for jumping the gun too early as a beginner.

burnt horizon
#

=

winter gate
#

Im also new but its my understanding that "template merging" isn't actually a thing that's directly built into unreal. It's more of a manual step by step process of trying to implement aspects of both games into one. So it's just game dev, you just have to figure it out and learn it. Like ่Šๅœฐ็œŸ said, I'd also recommend starting with getting a better understanding of blueprints.

burnt horizon
#

I only need player movement and pickup from advanced inventory and weapon system to advanced Battleroyal template

winter gate
#

Sounds easy enough, good luck ๐Ÿ˜„

drowsy snow
potent cypress
#

Guys can anyone help we with this error, I am panicking
LogEditorServer: Warning: Failed to find the world in already loaded world package /Game/Level-1/level-1! Referenced by:
Package /Game/Level-1/level-1 is not currently reachable.

drowsy snow
weary basalt
#

Why?

potent cypress
drowsy snow
#

But I maybe wrong for asking for little cleanup.

weary basalt
#

Why didnt you ask him to remove the embeds?

drowsy snow
potent cypress
drowsy snow
potent cypress
#

I can see the .umap file in the explorer, but the engine is not loading it

potent cypress
flat pewter
#

Is there a "FarClippingPlane" option for camera rendering in UE4?

#

I only see NearClippingPlane

drowsy snow
potent cypress
drowsy snow
drowsy snow
flat pewter
#

I see. Was hoping there was a setting for that like in Unity.

#

Appreciate it ๐Ÿ™‡

drowsy snow
#

Try recovering from autosaved if there's any.

potent cypress
#

To see if there's anything corrupt

drowsy snow
#

It's project level root Contents directory.

potent cypress
drowsy snow
potent cypress
stuck spade
#

What's the best resource in regards to learning about capturing microphone input?

#

I'm new to unreal engine (worked with unity a bit before), but am familiar with c++. Issue is documentation hasn't been great so far

drowsy snow
potent cypress
drowsy snow
drowsy snow
potent cypress
#

Thanks for the help

stuck spade
# drowsy snow Are you going to use it for voice chats?

Eventually yes? My situation is a bit weird. I'm trying to do in game NPC that will listen to microphone input, and respond with their own text-to-speech, similar to siri. Right now I have a webserver that takes a linear16 encoded .wav and returns a lienar16 encoded .wav, but eventually I want to stream the buffer to the server

#

to start off though, I'd be happy with just saving the audio locally and then sending the POST to the server, rather than worry about streams rn

drowsy snow
stuck spade
arctic path
#

so @burnt horizon your just taking things and copy and pasting them into your game with out knowing what each thing does? im sorry bud, but your game will be awful. Your not doing anything here, but just straight up stealing even tho things are paid for. This is not how you dev, you need to be creative. This is not creativity.

chrome beacon
#

A long night trying to figure out how to finally manage to have all folders and file showing up inside the editor's browser and couldn't fix that. Any working suggestion anyone? I really need some help with this, I'm out of options right now. Thanks!

covert summit
#

a statement like that makes me think you are adding assets to a project in File Explorer (ie outside the engine)

chrome beacon
#

I was forced to do so.

covert summit
#

why?

chrome beacon
#

I couldn't open the project anymore so I had to create a new one.

covert summit
#

oh that sucks

#

hmmm what was the error you get opening the old project?

chrome beacon
#

I had some trouble withthe new drive, an SSD

covert summit
#

ohhh

chrome beacon
#

was corrupted somehow

covert summit
#

what was the error you got trying to open it after being corrupted?

chrome beacon
#

I don't remember, I was quite nervous by the fact some drives were suddenly disappearing, with Windows not detecting them nymore

hazy raft
#

is this where i ask questions about game development in ue5

covert summit
chrome beacon
#

sort of, I did all scared of further troubles

covert summit
#

well im assuming you dont have the original uproject and folder structure or something

#

otherwise you could try it right now and see what the error is

chrome beacon
#

I kept it as it was, I did a straight Cut&Paste so the structure was perfectly the same as it was

covert summit
#

i see, but then when opening it after cut&paste it didnt have everything in it?

chrome beacon
#

usually I make a screenshot of the error messages I get but I was doing everythong on the rush

#

Windows' browser shows everything, the moving was complete

#

in the editor browser some folders and files are showing up correctly, others don't appear at all

arctic path
#

You cant copy and paste anything like this, you need to migrate it. or advanced migrate it. the only way for something to work is if the root is the content folder.

frosty osprey
#

Hello guys, my cars r sliding and shaking like this in unreal engine, can someone help to fix this?

arctic path
#

Thats like copying a material to a folder with out the texture, its going to break because it can not find where the reference to the base texture is.

frosty osprey
frosty osprey
#

convert...?

drowsy snow
#

convert.

arctic path
frosty osprey
#

which software should I use to do that?

covert summit
frosty osprey
#

can a drive link work?

arctic path
chrome beacon
drowsy snow
frosty osprey
#

so

#

which software to convert?

chrome beacon
#

what I don't understand is how some stuff was correctly detected and why others weren't

arctic path
#

becuase you are copy and pasting things to a folder that is not the content folder! you cant do this with out an advanced mirgrate......

frosty osprey
#

alr m converting

covert summit
#

they cannot load the original project at all

arctic path
#

Oh

#

if you cant load the project just delete everything in the uproject.

frosty osprey
arctic path
#
    "FileVersion": 3,
    "EngineAssociation": "5.0EA",
    "Category": "",
    "Description": "",
    "TargetPlatforms": [
        "Lumin",
        "Windows",
        "Mac"
    ]
}```
#

boom.

chrome beacon
arctic path
#

im going to take a leave of absence from this conversation. This is just so simple stuff.

frosty osprey
covert summit
frosty osprey
covert summit
chrome beacon
#

I don't get any message saying that something didn't load

frosty osprey
covert summit
drowsy snow
frosty osprey
#

so.. how can I fix it?

drowsy snow
frosty osprey
#

I found these vehicles from the marketplace

#

It has tire config friction set to 1.5

chrome beacon
#

Alright... the file is huge. Basically it has a long list of assets, marked in red, which it says are too new but I don't see how that can be possible

drowsy snow
frosty osprey
#

yes

#

but while m driving it, it shakes but doesnt slide

#

I have another car which lifts its front up a little bit when entered game but doesn't slide or shake

frosty osprey
frosty osprey
#

but not the truck sliding and shaking

arctic path
covert summit
frosty osprey
#

I just added possess

arctic path
covert summit
frosty osprey
#

I have tried making one from scratch and that also has the same problem (in a different project)

frosty osprey
arctic path
frosty osprey
#

correct surface... idk what u mean

modern sinew
#

So currently, my moving carpets accelerate whatever goes on it, and also I use failed casts to check what type of object it is, which probably not a good technique; anyone up to help me fix either or both of those?

frosty osprey
#

I just added textures?

#

wait ill send u a pic

arctic path
#

you need to add a physical material to the material.

frosty osprey
frosty osprey
arctic path
#

whats the pack.

#

this will make it easier

#

im watching a movie anyways

frosty osprey
arctic path
#

where the vehicle came from

frosty osprey
#

oh

#

wait Ill find it

arctic path
#

Vehicle Variety Pack?

frosty osprey
#

yeah

arctic path
#

adding it hold on

covert summit
#

or better have source control to off site

arctic path
#

this pack comes with the vehicles and no player pawn lmfao no wonder why it was free

frosty osprey
#

yeah

arctic path
#

sorry bud but that does not work in ue5, therefore i can not help. the blueprints break.

frosty osprey
#

ohh

haughty burrow
#

hello i am having trouble duplicating film grain onto another project of mine, here is a picture of it working

covert summit
#

wait a vehicle pack does not need to come with a player pawn

haughty burrow
#

this is my other project where its not working

arctic path
#

drivable vehicles with interiors for you to drop and use in your projects.

#

no player pawn but drag and drop into world settings lmfao

covert summit
#

"into world settings" wtf

arctic path
#

easy to implent, but still false advertisement.

arctic path
#

everything you are saying is like russian

frosty osprey
#

not only that vehicle pack, I created a vehicle too and that also has the same problem in a separate project.

arctic path
covert summit
#

you never drag and drop into world settings that makes no sense

frosty osprey
arctic path
#

dude you dont UE. DRAG AND DROP INTO UE

#

WORLD SETTINGS

#

get freaking blocked bud

snow crown
#

@arctic path chill out bud

arctic path
frosty osprey
#

ok

maiden swift
#

@arctic path Lay off the insults and stick to spreadsheets, please.

arctic path
covert summit
#

hmmmmm

maiden swift
frosty osprey
arctic path
#

true i should not get mad at that

frosty osprey
#

can't get a car to work properly, have been facing this issue for 2 months

covert summit
#

I'll assume you mean drag and drop into the world. The world settings is a different thing and it just doesn't make sense to drag and drop anything there

maiden swift
arctic path
frosty osprey
#

can we move on from this debate...?

arctic path
#

monster hold on debuging the asset pack gimme a sec.

frosty osprey
#

ok

#

might work for u, but idk why no cars work for me in any projects

chrome beacon
covert summit
#

all that is fair, sorry if I missed the context, but @arctic path we can all be friends without the anger, sorry if I spurred it with my responses

arctic path
covert summit
#

did seem that way, but it's all good :-)

arctic path
chrome beacon
#

frustration runs wild at times but, at least from my side, is always directed to objects and other not alive stuff not to people... I guess is the same for almost everybody ๐Ÿ˜„

arctic path
#

I have made in my 3 years of ue, about 30 projects. each time i wanted to do it better, then scrapped everything. Now I have all this knowledge in my mind, once in a while you slip up and just lose your crap. (today was that day lol)

covert summit
#

I'm not stressing, you've got more experience than I but I'm here mainly to share my knowledge too, and I love when folks teach me things :-)

chrome beacon
frosty osprey
chrome beacon
#

Anyway... at this point I see no solution for my problem

covert summit
arctic path
frosty osprey
#

ok

arctic path
#

you need to set that for the landscape.

frosty osprey
#

so what now?

frosty osprey
#

I watched a video, created a physics material with friction 1 and set that to landscape material

#

still same

arctic path
#

open up the demo tutorial level

#

set your player pawn into the gamemode pawn setting

#

and see if the same thing happens.

frosty osprey
#

gamemode pawn setting....

arctic path
#

go to playground

frosty osprey
#

ok

chrome beacon
#

is a long list, all saying the same thing I can summarize in "LogAssetRegistry: Error: Package filepath/filename.uasset is too new"

arctic path
#

inside world settings set your player pawn

#

then spawn in

frosty osprey
#

ok

chrome beacon
#

but I don't see how that is happening, especially if it doesn't happen with everything but just some things instead of others

arctic path
frosty osprey
#

It takes like 5 mins to load a level :/

jolly anchor
#

Hi, I made a build with the use of Livelink. How do you use the build on another computer? It doesn't seem to detect the iPhone/Livelink if its ported to another PC.

frosty osprey
#

ok opened

chrome beacon
covert summit
young quartz
#

I am very new to unreal engine and learning from basic. Anyone expert in realistic rendering? Are there any tutorials to follow? Can any expert hit me in DM to help me learn the basic or just answer some basic questions?

frosty osprey
#

I did it

covert summit
frosty osprey
#

the possess is not set up

#

but atleast the cars arent sliding

paper ginkgo
#

so i was trying out the kitbash3d free neo city. i downloaded it for pc but was unable to open the uproject. but when i tried it on my mac it opened right up. any reason behind it?

frosty osprey
#

Shall I set up the possess?

#

nvm I dragged it in

chrome beacon
frosty osprey
#

@arctic path I dragged it in and it is sliding.

arctic path
covert summit
#

unfortunately if you did have a catastrophic failure resulting in corruption of a lot of files, well

#

unreal can't just fix that for you

frosty osprey
chrome beacon
arctic path
chrome beacon
covert summit
frosty osprey
chrome beacon
#

At this point all I can do is find the way to recover the source files from the uasset and redo everything from tere. It's a huge work to do but at least not everything is lost. I just hate that

frosty osprey
#

But Ill still recheck.

lavish spruce
#

Hi there, maybe someone here is able to help me out. We are using a Repo to share our project in our team and so far it worked without any issues. All of them had clean installs, loaded the repo project and it worked just fine. We just provided the project to a new member (clean UE4 install), but for him the Pawn does not spawn at all. We are using a Player Start, but neither in the Editor or when launched UE is spawning a Player, just the controller and he ends up in coordinates 0,0,0 with his camera. We are really confused how this is possible after it worked out for two other people in our team but the for the third one its behaving differently.

arctic path
#

this truck or the one in front me me ahve zero sliding

frosty osprey
arctic path
frosty osprey
#

ok

arctic path
# frosty osprey ok

stop and start the video over and over again, to make sure everything is correct.

frosty osprey
#

yeah, m doing that.

arctic path
#

udemy courses in a nutshell LOL

chrome beacon
arctic path
chrome beacon
#

I can imagine

arctic path
#

free btw

chrome beacon
#

There is almost everything out there... ๐Ÿ˜„

#

my next goal is making a dragon mountable to fly and burn things down

#

haven't found any tutorial for that yet

arctic path
#

simple to do that just make a line trace to where the projectile is, then on impact do destruction.

frosty osprey
#

I watched the full video again, I didn't miss anything

chrome beacon
#

yeah, the mounting part is the thing I need to crack up. I have the Dragon IK plugin and the RidingSystem plugin but I still have to dig into them

arctic path
#

wait did you look at the physics asset tho!

rancid lynx
#

how does he move the item in this video when he picks it up. when i attach actor my my controller is passes through walls if i move my hand into walls. his object does not move through other collisions. is he attaching the actor to the controller, with some sort of ohysics constraint? or is he not attaching? how is he moving the item. i know how to attach and detach.

paper ginkgo
#

alright, so ive been trying to get kitbash3d project working on my pc. everytime i try and open the UProject it gets to 75% and then closes, even if i let it sit for an hour nothing

#

i eventually tried doing this on my mac, which has worse specs in everything. and it opened on the first try

#

i tried packinging it from my mac and sending it to my pc but was still unable to open it. anyone know what the cause might be?

#

i mean i dont really get why im able to open it almost right away on my mac but not pc, ive opened other projects from the web before

covert summit
# paper ginkgo alright, so ive been trying to get kitbash3d project working on my pc. everytime...

this sounds a little inconsistent of a description. If the loading window just stays open at 75% it's definitely shader compilation. If it gets to 75% and the loading window disappears then it's not, it's probably some kind of crash. If that's the case check the logs to see if it's indicating some kind of problem. Normally UE will give you the good ole crash window but perhaps it's not able to?

regal mulch
#

Would check the log files

arctic path
covert summit
#

._.

gray sable
#

Anyone help me, i don't have colors

paper ginkgo
frosty osprey
#

Hi, m back

gray sable
#

If i start the game i have colors

arctic path
#

from there let shaders compile

paper ginkgo
gray sable
#

Anyone help me

arctic path
#

i forgot what they did, but it was something really stupid when i bought a pack from them

gray sable
#

Anyone can help me with the colors?

covert summit
gray sable
covert summit
frosty osprey
covert summit
#

look in the upper left for Detail Lighting and change it to Lit

arctic path
frosty osprey
arctic path
#

at least you know the problem now

frosty osprey
#

yeah I guess

gray sable
frosty osprey
#

but in the previous car, the physics asset was fine and still it was sliding and shaking.

covert summit
covert summit
gray sable
#

I turned off all light but my game have a light.

#

How can I turn it off?

#

or delete it

paper ginkgo
covert summit
frosty osprey
#

@arctic path Hey, I findled with the physics asset a bit and the truck seems to work fine now. Thanks dude

covert summit
#

exposure compensation probably

arctic path
gray sable
#

How can i chage it? Sorry i'm stupid in the light settings

covert summit
arctic path
gray sable
#

Maybe the water

covert summit
#

nah its not the ue 4.26 water body actor

paper ginkgo
arctic path
covert summit
# gray sable I don't have

i dont know how you acquired this project, whether you started it from scratch or what, but regardless, UE has exposure compensation on by default, and it can be controlled by the project settings under Engine -> Rendering -> Default Settings -> Auto Exposure or just search "exposure" in there

#

you can also place a post process volume in this level to override that, usually by setting Infinite Extent (Unbound) to true and then modifying the exposure settings on it

paper ginkgo
gray sable
#

UR MY MAN

paper ginkgo
#

idk, just like anything? just some well made assets so i can focus on animation and vfx lol

arctic path
covert summit
# gray sable UR MY MAN

np, auto exposure / exposure compensation is not the enemy but you should definitely know its there and how to control it

gray sable
#

Thank you!!

arctic path
#

just use megascans materials paste to walls bam, AAA.

#

unless you want to create your own material base for all your materials for scaling and allowing overlapping ๐Ÿ™‚

paper ginkgo
#

hm so it seems none of the texture materials actually have textures attached to them lol

arctic path
#

lmfao I TOLD YOU

#

i waisted 400 dollars on 2 packs from them, and they never worked for me but the meshes where beautiful.

paper ginkgo
#

and im not seeing any easy way to link the 67 materials to their 120 various textures

arctic path
#

LOL

paper ginkgo
#

i might buy one just because its still better content than i could make and eh whats life without some difficulties MeshHmph

#

thanks for the help

arctic path
#

honestly

#

just buy what you want from the marketplace, look at reviews before you buy them. i spent about 4,000 just on the ue marketpace on things that someday ill use.

#

if you think your game will make it, its worth the investment.

paper ginkgo
#

alright ty, do need to decide what i actuallt wanna make, still on the beginner learning curve

arctic path
#

we have all been there. i learned how to set up materials in 10 days. trying to understand the logic.... i hated that

#

UMG is worse

paper ginkgo
#

its a lot of stuff, remembering everything is tricky lol

arctic path
#

it took me about 4 days to figure this out (about 40 + hours lol)

sullen sonnet
#

Anyone know why the virtual bone off set? It supposed to end where the right hand is.

#

normal here

frosty osprey
#

Hi
so... I have another project in which the wheels r moving but the car body is stuck at one place but if the character hits it, it starts to float away like massless and the turning or braking of wheels doesn't affect the body.
so I think I have disabled or enabled some option that I dont know which or it is something else idk
It wasn't like this before

rancid lynx
#

when he picks up the item in game, it does not pass through walls. how is he doing that ? when i use attach actor to my VR controller, the items will pass through other static objects, all collisions are set to block. i understand attach and simulat well enough. is he using attach sohere to controller actor and physics constrains or something? or spring arms? i dont understand

#

maybe the spheres actors root as a soring arm or physics actor? i dont j derstand those well either

hidden cairn
#

Is there a set upper limit to people in the collab project?

#

ie 16 etc

drowsy snow
hidden cairn
#

thanks man

outer zephyr
#

can anyone tell me when i put a decimal number on a float it simply puts the old number?

#

i put it with a coma

#

and i press enter

#

okay it was beacause it was a coma

#

sry i am just stupid

solid swan
#

Hi, do you know how can I render the deep channel from unreal?

drowsy snow
fierce tulip
#

kinda sounded like unreal had a darkweb-like channel

solid swan
fierce tulip
#

in the 22 years ive used unreal, this is the first time I am hearing about "deep channel"
you might wanna figure out what you really meant @solid swan

drowsy snow
#

Same, I never heard that "deep channel", now that you mention it's an "addition to Z-depth".
I've done few compositing / video editing gigs, but never heard of that specific term nor ever brought out in any video editing capacity.

obsidian mist
#

did someone used WebUI plugin and if yes is it worth being recommended / using ? For me it should be a lot easier to design UI in html

drowsy snow
#

I think Slate (and UMG to some extent) is easier on performance because of it being native to UE4 renderer.

obsidian mist
#

it's yet to consider, i think i won't aim for extravagant ui, but rather something simple alike portal 2 menu

fierce tulip
#

in that case following a few umg tutorials should get you where you need to be.

drowsy snow
civic mauve
#

oh couldn't find the packaging

obsidian mist
frigid bear
#

Hi its me again, I tried many highscore tutorials but none of them seem to have worked, this the only thing left before i release my game, please hel[

obsidian mist
#

does the embedding ue in another window has any real use case, i cant think of the use case it could really help

frigid bear
#

im trying to make it so that whenever my player completes the game it shows if they completed it faster than other people hae, and if so then its updates

drowsy snow
#

And I hope the next version of Quixel Mixer use embedded UE renderer.

Currently it's been built with Unity, and the memory usage is so absurd compared to Blender with some nodes.

drowsy snow
drowsy snow
frigid bear
#

oh im making the game in blueprints not by code...

drowsy snow
frigid bear
#

I know but I'm very very bad with arrays and save games and widgets

obsidian mist
drowsy snow
#

This still one of the most devastating bamboozle for me.

#

Shame that this one slide didn't age well, and OF/A ended up being a UE5 exclusive feature AnnaCry

frigid bear
#

So I have made an array for the high score and I have also made an array for my time min time sec time milisec

#

Now I want to make it so that the array of highscore shows the value of my timer when I win the game

drowsy snow
drowsy snow
#

I'm trying to simplify your overcomplicating approach here.

obsidian mist
young quartz
#

anyone good with megascans surface.. please dm me

obsidian mist
#

just umaps? i understand that actor is definition for any game object that is in world ?

drowsy snow
obsidian mist
drowsy snow
#

It could be a huge helping hand for level streaming, and it's a shame that Epic promised it for 4.26 in that silde (from this video: https://youtu.be/w3tTbVNkuwA?t=2049) but ended up being a UE5 exclusive feature.

Also the roadmap for 4.27 doesn't seem to mention OFPA anywhere, which is extra bummer.

This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.

Tools covered include the layered landscape system, custom brushes for procedurally editing height fields, scattering tools, grid-b...

โ–ถ Play video
#

Also yeah, .umap files can get big real quick, and everyone sworn not to use Git LFS.

frigid bear
drowsy snow
#

The idea here is that the seconds float is the real, actual time variable.

#

The timestamp struct is fake.

frigid bear
#

So I have made three time variables called timemin timesec and time milisec...

#

Storing in the gamemode

drowsy snow
#

Instead of tracking the time as this
4:20.69
You should track the time as this
260.69

frigid bear
#

Lol

#

Lemme send you a pic of my time code

#

In my widget, I have made it like this, I have taken my time variables and then used "format" to display them

#

I have also made it so that it shows how much time it took to complete the game in my win scene

frigid bear
#

this is the win scene

#

this is the timer

#

and this is the gamemode

frigid bear
#

ik iin the photos it seems different but i just did it

drowsy snow
frigid bear
#

why?

drowsy snow
#

Because the seconds float already have the decimals, the miliseconds.

frigid bear
#

how do i use them?

drowsy snow
#

You don't need another float for miliseconds.

frigid bear
#

ok ill try

#

the whole number second is also going up when the decimal number

drowsy snow
frigid bear
#

the second isnt going up

#

so can i change that?

drowsy snow
#

(The NOT node is largely for my convenience)

frigid bear
drowsy snow
#

I'm assuming they're working on a Time Attack mode, of which my setup above could work.

frigid bear
#

what is get player sec default value

#

0.1? 1.1 or just 1?

drowsy snow
#

If you want it to start at 0 seconds, then 0.0

frigid bear
#

k super ill try

#

i feel like the miliseconds should go faster

#

the fractional value is 0

drowsy snow
#

Also world delta seconds, if you're implementing slow mo and want it to affect the timer.

frigid bear
#

ok it might be correct but im very stupid sooo... but thnx a lot im very thankful

#

now i can just use this value when my game is paused and show it... but when i open my pause menu it pauses the game

#

i want it to continue again when i unpause my game

drowsy snow
drowsy snow
#

It is Real Time Seconds.

young quartz
frigid bear
#

i can use my time sec variable like the highscore variable they use in youtube videos right?

#

they use it like pickups....

#

yeah

#

but i will be able to use like that rihgt?

#

(i suck at spelling)

frigid bear
#

the default value for the record time is 0 right

drowsy snow
frigid bear
#

the first time somebody plays that will make that rubnn the high score

drowsy snow
#

Probably 10 minutes minus one, depending on your game.
(which is 599.99 seconds)

frigid bear
#

is this in gamemode?

#

no celebration but i want to put my new record tim in one text box

drowsy snow
#

I normally won't do this in game mode though, just not my habit.

frigid bear
#

what woul you put this in

#

and the record time is a variable from a save game

#

sorry too many questions

drowsy snow
frigid bear
#

i dont have agame istance cus i dont have levels i have only one level

drowsy snow
#

My approach isn't exactly comprehensible by complete beginner, but Game Instance serves like the memory, to store unsaved stuff that can be written into a save slot.

cedar wave
frigid bear
#

where is it though?

frigid bear