#ue4-general
1 messages ยท Page 1038 of 1
Oh and I tried making a new sphere that isnt parented yet but I cant add any mesh there
Still
The Sphere that I exported from Blender isnt showing up, any ideas why?
Its showing up in Content browser, but not as a component
What is the setting called?
"Is Editor Only Actor" ?
Oh, so add a sphere and then change the mesh there?
I didn't know the sequencer could be used for high res screenshots, how do I do it?
I already did that, it doesnt even work with a completely new sphere that has any relevance to parents and other stuff
Its so weird
But other meshes work
Just not the FBX mesh that I exported
Just make a level sequence, plop a camera in the scene and the camera cut, export one frame as PNG, done.
(Optionally you want to have delay every frame to let the effects settle down)
add a static mesh component. Then once added set that component to be your new shiney sphere. You don't add the sphere as a component. @vocal ermine
If you don't see the sphere as a static mesh, you may not have imported it as a static mesh, maybe double check.
Do I have to click Import All?
I just clicked Import
will that make it an static mesh then?
import should be fine. In your content browser double click on your new mesh and post a pic of that new window ๐
Which one?
The Rendering - Static Mesh is the only one with such a name but I dont think its the one you mean
yarp thats it.
You can assign the mesh in the details panel once you have added it.
Bro its not letting me add it anywhere
Can you look at the stats of the mesh?
Maybe its just incompatible
Colour me confused. I must be missing something really obvious.
Its so weird, I never had any problems with something like this, even with some really complicated assets that I made
Sorry, man. I'm fresh out of ideas.
Need some help - using blueprints, I am rotating an actor based upon mouse movement using SetActorRotation. However, it rotates about the actor's axis (axis position changes as it rotates). I need to rotate around the world axis in the same way you might rotate an object in the UE editor itself. Cannot find any guide for this on Google for the life of me... any advice welcome!!
could you use Set World Rotation instead?
is there a command line switch or any other way to run the game (exe build) without actually rendering to screen? like if it was a dedicated server - I only want to see the output log and not the gamescreen. thanks
You could disable the viewport in C++
(though I forgot the syntax)
@drowsy snow in a compiled build? that would help me. so I don't want to see any window on the screen (except of logs). would be awesome if you finally can build a dedicated server without going to all the tedious UE source compilation...now when we're finally at version 5 basics should be easier in my opinion ๐
In any build.
still need any suggestions on how to fix my constant fps dips. Very stable at 120 fps with drops to 30-60fps that last about 100ms every 3-5 seconds or so
feels like a memory dump or something, but i literally have no clue
no noticeable spikes on gpu/ram/cpu on task manager nor afterburner
I've experienced that with a blank project. Quite possibly an engine bug. I had to start a new project to get rid of it.
I'll give it a try. Its just very annoying as its not just in the viewport but the actual editor itself
Nah, still getting it on other projects
not that you find it in any documentation other then the sources ...๐ but you can simply start the exe with -nullrhi
I would also suggest adding -log so you see the log output and after closing the log output it will also terminate the application
Okay then, good to know. Though I never deal with online game making,so yeah.
Hey if I delete the content in Saved folder, what will happen?
I need to delete what I saved from my UE project
this folder https://i.imgur.com/wLTEpty.png
you loose your logs, autosaves and so on - nothing really bad - but also stagedbuilds and in editor settings like collections or screenshots. try it first by simply renaming the folder, then you can always switch back
https://i.imgur.com/0y4qvYK.png all those
Nothing consequential happens.
ahh this is good since i want to delete all the modification to my friend's project!
because I'm learning and I dont want to save things but it waved accidentelly
In fact: Saved is one folder that is explicitly excluded in the .gitignore file.
but if you are saving things inside of the editor - like an asset - this is not going there! so if you will change and save something, it is saved in the content folder
what I need to delete: my fbx I imported from iClone
Well, if you're using source control, you could fetch reset the local repo (at least in Git)
You and your buddy should use source control, it's going to be much more elegant.
With Git, you don't have to download the entirety of the project if anything changes.
ah ok, I just made a backup if anything break
will ask him
Right now I have a little problem, I imported the metahuman avatar in iclone, fixed the mocap, exported to UE but I have some problem on the last part
first I have no idea what to check: https://i.imgur.com/IfJ6doj.png
because I'm not sure if it's part of iclone
since it's a metahuman avatar
but it's from iclone since I fixed the mocap
i clicked cancel
and now:
https://i.imgur.com/7B0GEeY.png I need to chose a skeleton, I chose the wrong one last time
I got this
If anyone wants to see or help out on a Titanfall 3 fan project dm me
You have no obligation to help
See #instructions on how to post to #volunteer-projects
Guys, I've done everything recommended when importing from blender (apply transforms, parent to the hand bone, axes on fbx export), and I still can't make Unreal import this sword in the correct position!
Any ideas?
I've already asked at blender discord..
Should be like this
didn't work ๐ฉ
I can't clear the parent because the sword is imported as skeleton mesh to follow the character animations with the same skeleton.
Thanks anyway!
sure, there are no bones on it. It's attached to the hand bone of the mesh
oh it's because I'm gonna attach it to the mesh using construction scripts inside my char bp
and it needs to be a skeleton mesh in order to follow the character's animations
hmm I see what you mean, that's true, I'll try this approach!
thanks a lot for the idea
that's for sure!
Hi i have a question, my unreal engine (4.26.6) sometimes just keeps crashing or like glitches VERRY hard black screens ect i can only restart to fix it and its really annoying me has someone a fix for this? Also my pc makes a weirth noice like its running on a hdd (what is not the case).
Running 3060 asus strix oc 12gb
amd 2600x
32gb ram
ssd
why is there not an OFFICIAL SUPPORT DISCORD CHANNEL <@&213101288538374145>
Why is that worth a ping??
why is it not worth a ping
This is question you also could have asked on the Official Forums?
You would have to ask Epic why, not us.
^
i feel like discord could be so much more efficient
if there was a dedicated area where people can ask questions
just an idea
Well tell them that on the Official Forums, theres nothing we can do about it dude.
Consider downgrading your NVIDIA drivers.
The Official Forums: "are we a joke to you?"
is this discord not run my the mods?
It is, but we are not Epic Staff.
We have nothing to do with Epic
....
Is this dude trolling around? I mean, C- for flame war effort, I give em that
why would i go to epic when there are people here who know more about whats going on and they could answer questions faster
then why arnt you asking any questions?
what's the point of the original ping then?
[2021.07.22-08.18.02:146][ 50]LogFileHelpers: Editor autosave (incl. external actors) for '/Game/AutomotiveBridgeScene/Maps/Bridge_P' took 0.494
[2021.07.22-08.18.02:146][ 50]LogFileHelpers: Editor autosave (incl. sublevels & external actors) for all levels took 0.494
[2021.07.22-09.15.15:134][334]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
[2021.07.22-09.15.15:414][334]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (887a0006)
[2021.07.22-09.15.15:417][334]LogD3D11RHI: Error: Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:356
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
[2021.07.22-09.15.15:417][334]LogD3D11RHI: [Aftermath] GDynamicRHI=000001B2CD4F1100, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2021.07.22-09.15.15:417][334]LogWindows: Windows GetLastError: The operation completed successfully. (0)
there
a lot of people ask for help on here
there is my question
That isnt a question.
but there should be an official chat for it
it shouldnt get buried under the general
This is a crash log, bud.
no duh
@silent remnant Please read the #rules and also the #more-resources channel.
and if i have already
Then ensure you abide by them and heed their advice.
the rules dont change the fact that there should be an area for people like me to ask for help
good, so how about we stop beating around the bush and actually make an area for helping new people
or do you not care about what its like to be new to the engine?
The entire server and all of its channels are here to help everyone.
not this chat
Bless your ignorance.
this chat is here to ignore people and bury problems
It is, you still have yet to ask a question by the way.
you have yet to create an official help page
All you did was post a crash log and expect people to understand what you need.
that is one of several issues i have run into yes
The whole point of this server is for people to ask for help...
If no one knows the answer or the questions is not clear or properly asked no one will answer
A separate HELP channel won't magically solve this
You posted a generic crash log and you expect others to know exactly what's the problem
๐คฆ
but the main issue is when I did ask a question 24 hours ago it was ignored and burried'
how about you go find my original question since you have so much faith in this chat
#rules no. 2:
If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
Just because you post here does not mean you are entitled to a response, this server is run by the community, no one is paid to be here.
never said i was
No one that was online probably didnt have an answer to your question.
but dont act like im the only person who is ignored
and that tells me this server sucks at actually helping people, so maybe you should re think your approach instead of freezing on your current methods
If you dont get a response, that does not mean your ignored. It means no one had an answer for you...
which dont do much
this server has too many people for you to expect questions to be answered at all. please create an official help channel. many people will thank you
I hope you can read this.
We are not affiliated with Epic
thats not the point
We cant create an Official help channel...
And how is the "help" channel gonna help?
Questions are still gonna get buried and it won't change a thing
Why is that?
This person just seem to be trolling around at this point tbh
@drowsy snow We got this thanks, please stop.
@gaunt abyss how would you know, you havent tried it
Newer NVIDIA drivers have been reportedly causing issues with some games and the Unreal editor.
Oh that unfortunately, but thanks for the tip i wil try it later!
@silent remnant Ideally, you would take what issue you have with UE4, formulate a question, identify what that question relates to and then post it in the appropriate channel.
The #more-resources channel will help you.
Each channel also has a description of its purpose.
Choose a channel for your question and wait for a response.
Because majority of the channels on this server are designed for people to ask questions, it's not any different than a separate Help channel
If you need reference for the correct version: #ue4-general message
i get that people are allowed to ask questions in any of the channels, thats nice. but if you are going to dedicate an entire channel to crap like lumen, there should be unreal engine "help" channel too
If you dont get a response, your not being ignored. You can repost your question again if it is buried.
thats all
Omg thanks haha!! ๐
What are we talking about
basic help
Ask in the channel for which the "help" you need.
Your still not being specific enough.
crash help
Oh yeah like support or help
What issue do you have.
I didnt ser that
when i tried landscaping my engine was unresponsive
and maby a bot that answer automatically on basic question (reeeealy ez)
but thats besides the point
So your Engine is crashing while attempting to Landscape?
there is so much more to this
You have to start somewhere mate.
An idea channel?
and i really would like to see a channel specifically made for these longer issues
otherwise it burries other peoples stuff
!coin
@graceful vector, :coin: Heads
@silent remnant its best to do research first before coming here not everyone will help or might think your talking about something else so the unreal forums or looking at what others have gone threw would be your best bet
it would burry it either way... I don't see how another channel would help in any way
without coming here
You need to outline your issue with the Editor, you have yet to actually provide any information about your problem....
then create 5 channels @gaunt abyss
Is there no rule for swearing?
you are a smart human, figure it out dude
Forget about the channels, focus on your issues your having.
What exactly are you doing with the landscape? Is it consistent? Are you by chance enabling Raytracing? What is your GPU and driver version, if necessary?
Is that so hard to specify?
Describe your issue here.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
The crash log you posted doesn't say much, it looks like maybe your GPU/driver crashed, ran out of VRAM, etc....
@silent remnant What hardware specs do you have?
You maybe trying to use UE4 on a system that cant handle it.
If your GPU is being lost.
AMD Ryzen 9 5900HX Nvidia 3080
i installed the amd radeon software and it caused my pc to freeze on startup
Why are you installing Radeon? You have an Nvidia card?
so i booted into safe mode and got my pc back, then windows was able to recover the drivers that i deleted to get my pc back
so this may be an issue with integrated graphics
Install gforce experience and download latest drivers
^^^
but reguardless whenever the engine stops responding it fails to create a crash log because it freezes, not crashes
NVIDIA RTX 3080
Are you using newer NVIDIA drivers? People have reporting the newer drivers being oddballs with some games and the UE4 editor.
already got the latest nvidia drivers
Forget about the Editor, make sure you have the latest Drivers from NVIDIA
So why did you install Radeon ones then?
they came pre installed and i tried to re install them because i was having engine issues
my cpu has integrated
so its good to still keep the drivers updated
So the Radeon graphics were for the APU then.
If you have an NVidia GPU you dont need to worry about the integrated graphics.
im using the new asus scar 17 and its been a pain in my ass and pocket, bought it specifically for ue4 and its been running into issues
i think asus did a weird combo with the gpu's tho
adaptive free sync. idk, its all screwy
Your running on a Laptop im assuming?
overheating potentially, possible
And you were having crash issues before you messed with Drivers?
yes
the driver thing was a whole different issue
related to the integrated graphics freezing my monitor out
display driver issues
Honestly this doesnt sound like a problem with the Editor itself, sounds like you have messed something up.
Or your Laptop could be no good.
possibly
but the crash log finally came through
DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
If your Laptop is no good it wont matter what the Crash Log for UE4 says.
now i just need to figure out what this is
its not
Are you sure.
Did you enable Ray Tracing in the Editor?
no
it means the GPU crashed/was disconnected basically
Could be from overheating, driver issue, running out of VRAM,....
Download something to monitor temperatures, like HWMonitor
it may be the editor is trying to run off of integrated?
that only has 512 mb memory
It would do this if your GPU is already no good.
If you're in Windows 10, check on the Task Manager. It can show which app uses which GPU.
I highly doubt this has anything to do with UE4 being broken.
ive spent a week on this issue already and ue4 is the only thing casing problems
it could well be Windows switching between the GPUs between low/high load
Especially in laptops.
because Windows is stupid like that
all my apps use the integrated and nvidia equally
its the weird thing asus did
with the scar 17
that's not possible
its strange as hell
it's using one or the other
and yes it is
no, it is not possible at a hardware level
i can show you on my task manager if you doubt me
sure
which chat?
This channel's fine.
Picture should be enough. (Though recording is also okay if you want to)
Try viewing it from the Process tab, and toggle the GPU columns
Enable both GPU and GPU engine columns.
it's probably just routing the dedicated signal through the iGPU, which is connected directly to the display
if you have Armoury Crate installed on the machine, you should be able to disable the integrated GPU
It switched in between 1 and 2 when i first toggled it on the task manager view
Hello, anyone who know how to make the shortcut for "straighten connection to" work ?
I do have armoury crate
Select more than one node and press Q
you guys should help this person, ill give that a try]
thanks
Looking for a text tutorial on an advanced component system, or advanced inheritance. I am looking to create a base class shared between my players and my NPCs and enemies. Share functionality for health, attack, movement, etc.
Not looking for hand holding, I just can't find a text tutorial, and I can't watch videos about that stuff. Not easily at least (cause visual impairment, and people not explaining their blueprints correctly lol )
๐
I don't have your computer, so I can't tell you where to look, Armoury Crate is specific to the machine
Well, it kinda depends on your design document, not something that can be one solution fits all.
Though if you haven't missed out last months' free for the month promo, there is Advanced RPG Framework or something along that line, which relies on GameplayTags. GameplayTags is qute handy for building a game framework.
If you want to, you can also look on Gameplay Ability System, though the setup isn't beginner friendly, and require some C++ scripting knowledge.
If you don't fancy using both, you could do the rough way, by inheriting the vars from the base class, but YMMV with the management.
Most of this is for learning, so I didn't necessarily want to grab a prebuilt one. Buuuut, Its easier for me to dissect an existing thing than to watch people talking at 100 miles an hour on a youtube video
If you need some examples of Gameplay Ability System in action, look for the Action RPG example from the Learn tab in the launcher.
Sure! I am gonna see if I can find a well built one that just shared movement logic between the player and an enemy. Seems like a good place to start! Thanks!
Found a few tutorials that are just throwing an AIMoveTo in a separate enemy class. They even copy pasta the health logic from the player blueprint. Exactly what I am already doing that I don't like lol

Is there something that I am missing for this texture to layer correctly instead of being stretched?
Does anyone know why Destructible Mesh pieces float in the air like this
Where do i change where all my shit gets downloaded
how do I give a widget a minimum size it can have
wdym
if it's size is decreasing in a loop you can make a branch to check if the size is less or equal to a certain number
like if I have a widget, how do I set a minimum size the root parent can have
Im not too sure how to do that, what are you trying to code? Is it supposed to progressively get smaller
if you know what a widget blueprint is (UI) it should be understandable what I want to do
the second one is the one where if i kill an ai i get some points
and the first shows to check whether i have ebough points to be able to get that gun
I have a very challenging question I have a moose that has both IP animation and RM that I bought online only thing is for unreal the RM does not works its there but none working this is what the seller told me ( Hello! Unfortunately, to work in UE4, you need to redo the animation of the root movement in the original Blender3D file There is no other way to fix it.) would any one know how to fix? would be very helpful.
Vault cache?
go to settings in the epic games launcher
and scroll down a bit
Thanks man it was set to my drive with no space in it lol
also keep in mind you don't always need to make a copy of whats in the vault
you can just run it from there
like example projects etc
but the launcher copies everything, so you need to find it yourself
Ok thanks for the tip
If anyone's interested in joining cinematic captures Star Wars fan film contest and needs motion-capture animation I have a nice opportunity to help you guys with your films I'm in possession of a rokoko motion-capture suit and a subscription I would love to help anyone who needs raw motion-capture data for their films because I would love more experience with using the product if anyone's interested hit me up in my Dm's
How can i make a group project ?
Where multiple people can work on the same project/game
Im not 100% certain, but Id assume you have to share the prodject file via something like dropbox.
that would be a big problem if people tried to modify the same assets at the same time
you need to get hosting for the project, gitlab/github/assembla
then you would be able to have people checkout/checkin changes to files
Any idea why Procedural foliage spawner suddenyl start working? I get "Unable to spawn instances..."
Are you sure you're not confusing with Windows 10?
Source control is the right answer.
See #instructions on how to post on #hire-a-freelancer
yea, that was from a shower thought i had
my bad
I have my character's max walk speed at 300, and I have a sprint where it get's set to 600. But the jogging animation at 300 just won't play
Only the sprinting animation will play
Hey someone here know iclone?
I know a bit about VRoid, but not iClone.
Have you tested DeepMotion? I try to import my mocap there lol
really impressive btw..
Nope. I'm still doing animations by hand. Mocap doesn't sit well for stylised animations IMO.
hi guys, where i can learn how to use the blueprints correctly
Hi is there a way to when Opening a New Level to open it ina new tab, rather than loading it in the current tab and unloading the currently loaded level?
Morning folks, quick question could anyone remind me where do I activate that little pop up msg that asks me if I want to import new changes?
Nope.
anyway to remove the wireframe from a plane? Just for time being. Actually the amount of wireframe in my plane is lagging my whole computer.
(vertices and triangles)
is there a help chat around here?
is it normal that i cant type the @ letter in the email section when i want to sign in into the quixel megascans library inside UE5 using my epic games account?
could it be wrong keyboard language?
and I also cant copy and paste
Ah
i cant copy and paste
nor copy and paste with right click
sure you need the email address at all?
anyone?
...use a less triangulated plane?
Or force LODs
hi, how can I change an HDA parameters via python? I tried set_editor_property but it gave an error "failed to find property"
also tried to use the Houdini public API to instantiate HDAs but it can't find the api. I use houdini engine v2 for 4.26.2
Try asking in #visual-fx
okay, thanks!
Hey, I'm spawning actors to target points and I have a problem with rotation. I'd like to have the actors spawn at a rotation so that they face the arrow direction of the target point. How can I do this?
Get the world rotation of the target point, then set the world rotation of the spawn using that.
Thank you ๐
Hello, I'm making a game for a summer project with a friend. It has RTS mechanics, but I'm unsure how I could achieve the selection (where the player will drag a box over a set of objects to move them). I'd like to do this but I wouldnt know where to start. Could someone help me?
when i apply opacity mask (alpha mask) the transparent background of the image turns white, is there fix?
opacity works correctly on the non transparent part tho
should not happen, can you show us the issue with images?
Hey people, is it possible to not hide the editor symbols in the viewport when doing an animation playback?
@fast pendant show the material please
in photosphop background is set fo transparent
@snow harness press "g"
to not hide
ah, ooh... uhm... iunno

You mean Sequencer playback?
I think playing a sequence without entering PIE still show the actor billboards.
@fast pendant I asked for the material :)
though I am going to assume you saved it as png instead of tga, or set up the material wrong.
explain like im a complete noob, please
hah
Can't right now, I'm currently on full Linux mode :3
I just want to see this blob of the Sound spectrum while I do the sound animation in the scene:
it goes invisible when I press play
which is kinda stupid, considering I need to see its location
Oh... I think those billboards/icons are hardcoded to be hidden in game. You might want to consider create a new actor out of it, and put the audio component as the child of a billboard root component.
Basically:
Create empty actor, add billboard component and set it as root, add audio component.
@plush yew we dont support piracy/theft/ripping of content.
Im not talking about how to rip
but you did get them from that game.
aww man, that makes everything 10x harder
no offence but the megascans library inside UE5 is completely broken
but fine, thanks!
Anything about ripping assets is within your own responsibility and not supported by this server.
I was talked about how to convert rawdata to .wav
Consider asking in the modding forums of that game, thanks
Bruh
What if I create a giant sphere temporarly and put this as a child of the sound blob, will it move witbh it?
Only one way to find out ๐

ayy, it works. Thank you.
https://gfycat.com/DismalSickDaddylonglegs
Well, it is.
i cant sign in
i cant copy and paste
and i cant do @
so i cant do anythn
Seems either your keyboard or the Early Access moniker is to blame.
Im comming from the offline rendering industry and it's a mystery to me that you cant find a color node under the color group if you make materials. Who the heck came up with that logic?
where do I find a simple color picker node?
It's Constant3Vector ๐
(NB: Offline rendering can go suck GLSL)
hey, no hate for offline rendering, okay 
the question now becomes, why opacity is greyed out.
How can u downgrade do you need to deinstall someting?
471.41 does not work right?
I bought a big ssd for my computer now i have 2.
If i install windows on the small ssd and install only unreal engine with bridge into the big one do i get performance loss then or shall i bether intall windows on the big one with ue etc ?
yeah, someone already answered
I have a custom character exported from CC3.. I was using rokoko and live link for mocap/face
But now I want to do more traditional animation with rigs so I created a control rig! Now the face has no control!
So my question is if it's possible to combine livelink face and control rig?
Hey, I am new to this server and new to unreal engine but I have learned a few things so far, I would like to know if there is anyone who knows how to make a cloth simulation and would like to help me in my project
Game developers! I have a question for you all. How long do you wait in your game development before you start showing your game on social media? Do you wait until you have something presentable? Do you start sharing it right away? ......I'm uhh....asking for a friend. ๐
Open the Third Person Template - take a screenshot, put it on social media, profit from the likes from friends, don't do anything of use - rinse & repeat.
Okay well, obviously I know not to start sharing it that early. XD
I more mean like, how "finished" does your project look before you start sharing it?
Here's a tiny snippet of mine just for reference.
Ship it
Alright! Calls Up Steam Immediately
i want to rotate the character and i am using the mesh to do it with Mesh->SetWorldRotation(MouseLocation.Rotation()); but mesh is private and i can't access it can you give me some help
If you actually plan to market the game at some point, I think sooner you start the better. This is assuming you have at least something interesting to show of course.
hmm the hype will die you kinda have to balance it
finish the game then build the hype , this is my advice
Yeah it kinda depends I guess, but marketing's a lot of work so if you can get some interest sooner you'll have less work later
Plus if no one cares about the game you'll know it's probably not a good idea :P
then do a close launch with some friends
no brain question but why doesnt this attach the object to the character by snapping to it, but after the object spawns it still stays there
the object is a static mesh component
idr if it has to be a skeletal mesh or not
most likely deletes the mesh after an animation and adds a struct reference to your inventory
anyone getting this? I've not commented on anything
hello i just downloaded ue 4and 5 and open a new project what do i do nxt?
I just reinstalled Bridge lol
hey i just started working on a new project, and i forgot to remove the starter content. I now wanna remove the Starter Content maps but they are opened in unreal and i don't know how to close them. Any help?
anyone else running into this?
That's pretty much why I'm asking, cause there's really no way of gauging how long a game's gonna take to make. Especially for a one dude army like myself. ๐ I was more asking within the context of like, posting progress reports and stuff. Not from a marketing standpoint. (Although I guess posting progress is another way of marketing I suppose. ๐ )
share concept arts
almost as soon as u get them
im drawing some concept arts rn
Dev blogs, twitch streaming etc etc can really help build up a community. If you leave it until you finish the game, you are faced with launching with no community or delay until you have.
Oh yeah, I was never planning on announcing my game that late. My initial plan was to wait until I made a short little demo level for the game first, something that looks almost somewhat finalized. Then upload a video of it on my YouTube channel. I see a lot of devs post these little devlog videos on their Twitters, and some of them still look pretty semi early. Like levels are still just grey blocks and such. And their communities are still pretty strong and are always excited to see more. So that's why I was starting to think it might be a good idea to maybe start posting stuff on my game before the initial demo level.
The earlier you start the better imo. Building a community / marketing / PR takes a lot of time/effort.
how many people are buying assets rn ๐ the shop is struggling hard
probably related to the outages yesterday
sorry this might sound really stupid, but i am struggling.. i am trying out to duplicate a level (exactly the same), exact same objects at same place. When I press start it seems both levels are being loaded? is this normal?
please help me i have a 4gb ram pc with intel pentium, some reccomendations to run ue4?
buy a different PC
if you have a very low spec machine, it's just not going to run well, if at all
great it was because world composition was enabled ๐คฆ thx anyway
ehh guys im really stuck on this thing where i want to design my game,my game is going to be a endless running but might make a skateboard theme aswell but i dont know whether to make unrealistic or realistic or abadon the skateboard idea and just do the endless running in like a normal way
any ideas on what to do ?
I can help you with the notion that questions like this ^ wont get you nowhere
if you really want to make your game, start with the basics, follow a tutorial or two to get started first.
then you can comeback here to ask specific questions about doubts you have, presenting all the info you can possibly gather.
yeah start with the foundation then see what you can add to it
anytime yo ๐
So i'm using git to back things up, do I need to keep the Intermediate folder?
and if you run with any problems setting up the foundations then im sure people in this server can give you a hand
yeah thanks dude
on the subject with help would someone be able to lend me a hand with one or two things in a pm? if anyones got the time of course ๐
it's better if you ask in the chat
eh didnt want to spam it up but ok here it goes hahaha
also, probably there is a sub-chat for that, either blueprints, cpp, etc
ahh yee ill jump over there ty!
No, check out https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
You can drop this in the root of your project (but rename it to just ".gitignore", don't add the UnrealEngine part), it's a list of all the files and folders you don't want to check into git
Basically, don't check in Saved/, Intermediate/, Binaries/, DerivedDataCache/ or .vs/
Hey y'all quick question!!
I have a custom character exported from CC3.. I was using rokoko and live link for mocap/face
But now I want to do more traditional animation with rigs so I created a control rig! Now the face has no control!
So my question is if it's possible to combine livelink face and control rig?
is that even a thing?
@plush yew keep those kinda things in #lounge please, instead of cluttering this channel.
what's the benefits of using a behavior tree instead of using regular blueprints to do ai stuff?
not having to build the core system
but I'm also not the biggest fan of behaviour trees ๐
they are performance heavy and make complex AI difficult to deal with
[Question] Is there an 'easy' way to read movie files from the computer during runtime out of the box in UE4? I.E. Change file sources for media sources that are not located inside the packaged project itself? At the moment it appears that movies require packaging along with UE4. (Windows specific). I'm attempting to build a small form of video editing style software essentially.
I believe I got it to work. I've used "Open URL" on the Media Player and prefixed the file path with "file://". ๐ Whooo! Thanks.
Hey I have a problem with my beam particle. I want to do something when the player steps on the beam but I cant do it. What am I doing wrong?
Do I have to add a collision here and how do I do that?
if u set a image to a texure with set brush from texure how can u remove that texure after that to a blank white space, do u need to set a white picture then or?
Guys I need help, this isn't exactly a problem with unreal engine but one related to it. I'm trying to export an asset into ue4 using quixel bridge, but whenever I try exporting a plugin, the download just freezes in this one particular spot. I've tried re-downloading it again and it still freezes there. Am I doing something wrong?
would that be the resoultion? I put it at the lowest, at 2K, but it still wont budge past that one spot
try a file of similar size, see if that works. if it does, you might wanna report it, and download the file regularly for now.
Ok, I'll try that. Thanks!
what's going on here - the editor view immediately stretchers like it's skewed
seems you changed some fov setting accidentally
it's happening automatically though, I'm looking up the keybinds now
why does it keep setting the FOV up????
I've unplugged everything I can think of ... it's like I'm pressing down a key but I'm not
controller perhaps?
already unplugged, firs thing I figured
i think you can use a console command like fov 90 or set fov 90, but im not sure if thatll help and im outta suggestions :/
lol I unplugged keyboard and set FOV - still does it
then turned off mouse and hit enter on the set fov 90, and it still does it
a reboot should fix it but I like to know what is causing these things before
https://answers.unrealengine.com/questions/804569/how-do-i-fix-this-issue-with-camera-fov.html they say controller but unless windows is polling something that I already disconnected -
and it's not
try rebooting, if that doesnt work, maybe a weird blueprint.. else... remove any ancient burial ground remains from your home.
exorcist can't come till next week
i see, thank you : )
thanks
Hey guys, in today's video, I'm going to be showing you how to set up and create an animation blueprint and blendspace for your characters in your game. In this we will set up; idle, walk, run, jump loop and a walking jump.
Sorry for the long video, I wanted to go over this in more detail then last time to help you understand it more and learn ...
i followed this tutorial, but my character just slides
only the idle works for some reason, but everything else just slides
going to send video
like here? ( sorry i am still new )
you want me to record this
alright not to sure but i will try
i been at it for some time now
how would i spawn a component from the third person blueprint
i know i can use destroy said coponent on event tick or dispatch
but how does one spawn a component
not to be confused with spawn actor
fixed it. So on my blue print, i had the wrong variable set at the bottom. Instead of Character_0 not being there it was.
i changed it to the right variable
On the marketplace, I can see that the July sale ends on the 25th. I'm still waiting to get paid so I can buy some assets but does it end at the end of the day / midnight of the 25th? Or does it end once its that day. (Midnight of the 24th)?
!stream
Hey all, hoping for some help. Is there anything wrong with an animation blueprint having multiple states coming off of a single other state? I've attached a picture of my bp, for some reason I can't get my animation to trigger. Any suggestions would be greatly appreciated ๐
nope, you can totally do this. not seeing a transition means neither are hit
the free assets carry over until the new free assets are set to sale no?
afaik sales aren't set uniformly to the month...
I would guess it's midnight in your TZ but not sure :-/
Yo a quick question, does the gamemode literally exists only server? like is it removed completely from the client when packaging?
if you are talking about multiplayer, when you package there is an option that ends with client. It would stay multiplayer with that
I dont see anything that ends with client, but i did make "servertarget" file, but what im really after is im trying to separate Server blueprints(nodes and functions) from client
in packaging
i am trying to understand. Does vertex count increases drawcall? I mean why else drawcall is reduced when i switched to lower LOD?
hey not sure who I was talking to in the unreal channel but if you need more help just PM me about flat shaded materials
I am going to chill in the feedback in support if you need more help
Hey guys, how to open the statistics of throttle input etc. while in game?
try: ```
showdebug input
Guys, does someone know a way on how I can increase the number of polygons on the basic sphere? I made the sphere really big but the problem is that the bigger I make it, the more it becomes unsmooth
Enable mesh modeling tools in plugins, there is a remesh tool and a smooth tool in there. ๐
Hi I got a really weird question! I'm trying to find out what a tech artist does specifically when working with a character artist in a character environment. It's for a project and we are students, I'm trying to help create jobs and tasks for the tech artist to create in UE4. Does anyone have any thing they can point me towards etc about tech art for character art in ue4 ๐ญ
Thank you alot!
I'm guessing you still haven't managed to work out why your imported sphere won't assign to a static mesh component?
is there anyway to paint on landscape?
I think there isnt any.. bt if any knws abt it do let me knw!
That's the weird thing, he did make on in Blender and for some reason couldn't get it set in the SM component.
Have you tried looking either at the official docs or googled that? I'm guessing you mean painting landscape materials/textures.
hi!
I'm trying to create a looping with splines but it's really difficult to get the points and tangents right to create a fluid looping.
Are there any tools to make this easier?
Maybe if you explained what it is you're trying to do, we can point you in the right direction?
@thick herald do you maybe know why?
And making the image brighter makes it look super bad. Its something weird with the lighting
Ya need a directional light inthere ๐
or other light source.
Not sure to set up a space scene, but in general you need a light source to see things [not being sarcastic btw ๐ ] skylight by itself isn't really a light source.
Generally a direction light is used
btw cross posting in multiple channels is frowned upon.
Try asking in #graphics
@vocal ermine https://www.youtube.com/watch?v=58TxAz2Er0g
This weeks tutorial livestream concerns the much-requested topic about Exterior Lighting! We will be taking a look at both raytracing / raytraced lighting, but also non- RTX based lighting. For those of you who don't have Nvidia's RTX graphics cards, worry not! You don't need a 3090 to light exteriors nicely. We will be dissecting/reverse engine...
if you want to do it right, watch this and you're set
and if you don'T want to do it right, why do it at all, eh?
Thanks!
Tech artists would typically do more technical tasks than artists, like writing import/export scripts ( perhaps also modifying models to fit in studio spec such as LOD generation among other things ), writing engine or plugin code and tools that usually run in ( or outside of ) the editor or engine to make the life of artists easier.
They also help in writing tools for art pipelines for example, automation and things like that. And they should also know if a task or workflow would be technically feasible, or how it can be achieved or perhaps improved.
Typically character artists are usually not coders. Tech artists are usually not artists either per se, but they are kind of supposed to help bridge the gap between art and technology so artists can focus on making nice pretty art, and tech artists help in getting this art in the engine efficiently and as automated as possible, makes workflow and iterative development also easier.
keep getting this error
i installed what is showed
still same problem
fixed
had to restart pc
if @ashen brook has time he could maybe give his few cents about this as well :)
This just came up in another discord, heh. Tech artists aren't so much a distinct specialty separate from other disciplines, but rather they are those people on your team who will be able to solve the problems you don't know about yet. Tech artists aren't born, they're usually made - for example, a character artist might find that they get frustrated and start learning scripting to make their workflows more efficient, or to learn how to write shaders or create materials to do more things themselves instead of relying on other people to bring their vision to life. Tech artists are the ones who don't let themselves be fenced in by disciplinary boundaries, but are driven by a boundless curiosity to learn aaaall of the things. In teams, that usually makes them perfect for interfacing roles, making sure e.g. design and art or code and art don't talk past each other, and the needs and requirements of either party are taken into account and understood by all.
Can I somehow prevent this?
hey, why is the lvl1_forest_ambience playing the sound of mystical_ambience, despite of me changing the sourcefile?
I did save everything
hello any1 that can help me with this error? ๐
https://gyazo.com/a809f399b03217a0ca1609df7dc09672
Hi everyone I have a question related to the Royalties we're supposed to pay to Epic Games if we make 1 million dollar with our game. I don't totally understand how it works. Like is it calculated per year or on all time ? Imagine I did 1 million dollars this year I guess I have to pay these 5% to Epic Games, but what if I make 500k the first year and then 500k the next year, does it count as 1 million and have to pay the 5% too ?
^
any lawer on this discord to ask this question ?
haha, no
you should hire a lawyer, in your locale, to answer any questions about licensing etc you may have
you're going to need one anyway if you want to release a commercial product
Or an accountant ๐
yeah but it costs money that I don't have as I don't have a game to sell ๐ It's just a question that popped in my mind and wanted an answer ๐
if you don't have money for a solicitor, you probably don't need to worry about the licensing terms right now
Consider most games released on Steam don't generate anything near 1,000,000 - you may be worrying over nothing.
I mean I wouldn't release a game at all without incorporating, and having a solicitor and accountant on board
And should you be that successful then you will have enough money to pay for professional advice ๐
you should have the professional advice right from the beginning
last thing you want to do is leave yourself wide open for legal proceedings or tax problems
also you have to pay country taxes first then pay the 5% to Epic Games, or Epic Games first then country taxes ?
questions like that, are the ones you need to talk to a lawyer about
Like I said those are just questions popping in my head I don't have anything ready or started yet
Yarp. Just because a random internet guy says he knows what he's talking about doesn't mean he does.
Make your game first ๐
it doesn't matter as I will be happy to not have this question in my head ๐
x)
Ahahha Thanks x)
There is also this https://www.unrealengine.com/en-US/release
hi, does anyone know of a community where you can talk about game design in general?
Does anyone know why this kinda blurrines is happening when the character is moving? You can see it better if looking at the point of the arrow. Thanks!
uhmmm... didn't added nothing. It's just a project i created like 15 mins ago. Do you know how can I disable it or fix it? I triet some post-processes but same problem.
aw! Gonna Try
Huh. For some reason one of the animations is triggering, while one isn't. If there can be more than one, I'm not sure what the problem is then. I've set them up the same way.
hmm not working. maybe it's something about the camera or the controller, I'm gonna try to figure it out.
It is attached to the root component
cause ive had it before but I coudnt fix it either, its probably vibrating when youre moving right?
yea yea I see it
its moving
its not attached properly, It probably still has collision or something
yes, that's it
try turning off collision on the arrow
It does not have any collisions
hm yea Idk the fix, I just know whats causing it lol
I've cut up my character mesh in blender to facilitate dismemberment, is there a way to somehow attach them to the skeleton so they'll be animated?
afaik it's often done by just making the scale of bones 0
eg. you dismember an arm, so you set the scale for the bone to 0 which effectively makes it disappear
Hey all, any idea why my animation is only triggering when my character is running? It's transition rules have nothing to do with speed, so I'm really confused.
hmm. how would I set that up?
seems to be something related to the motion blur of the camera, i put it to 0 and now it is not solver but the blurrines is way less
Is this warning of relevance? Cannot find LibScePad_PS5 lib
hello
guys
i need some help
@tall fable hello need help
pls come in chat
in this channel
I'm here, what's up?
where i can learn unreal engine
youtube is the best place for free, otherwise I'd recommend udemy or something along those lines
there ought to be some tutorial series though on youtube that could go through it
@ruby blaze please do not spam across multiple channels.
Should I make a antifa vs proud boys game or is that too political
Hey guys does anyone have source code for respawn enemies in c++ for unreal engine ?
:clock2: RebellionGamer#1821 was muted for 1 minute.
What controls the height that an actor will be destroyed? Trying to help someone debug the third person example map where their character is auto destroyed at a certain height
not seein any sort of kill volumes in there
Is world settings under project settings or is that a different section?
nvm found it by actually looking
found the Kill Z, thanks!
What do i need to look up to learn how to spawn parts of the third person blueprint when their destroyed o-o
i can only seem to finder spawn actor nodes
Hello, I have a line trace that recognizes actors with an interract interface and then shows a button prompt on the screen. I would like to add to this that the prompt would only show if the trace hits an NPC actor that has a variable that makes them interractable but I haven't found a way to do this. Does someone know?
can i get the closest actor using eqs ?
Gotta love finally succeeding at overcoming my problem, but the result is the actual opposite of what im seeking for
anybody got time to spare to help a nub?
where i can ask for help
depends for what, there is programming category, creation category too
uhhhh a bug i guess can i explain here
im in no way capable of helping you, but like i said there are channels for it...
if its cpp oriented, theres a channel, if its blueprint, theres a channel
whats the bug...
wait il show u i got viddeo
when the character turns around is when i pres asd
it can't move foward
and it worked until now
i think you have to open the camera settings
and?
try it?
i turn it ok ok
wait a lil
same thing
so like
i go do some modeling then open the prokject again i try to play it and the camera was inside the character for no reason
and the character coul't move
so i pulled the camera out but the character cant move still
then i have no idea sorry, im just a beginner
eh, id like to differ, im trying what i can
it might be about colisions
cuz i deactivate colisions on the road and something different happen
yes is the landscape colisions
Hello all! Had anyone here played with Google OAuth Login with Firebase before? I'm using a plugin called VaRest
no sorry
So would this be a new interface or a new function in the existing interact interface?
All of the NPCs share a base class. How would I access this from the line trace node?
i am trying to get a heatmap with eqs and it doesnt seam to work to get a distance map between two actors, before i run into c++, am i doing something wrong?
or is it just not possible ?
what would i want to look up to figure out
how to set a function or system when something leaves a certain range
like for example
when actor leaves 5.0 meters away from object
object will destroy itself
Hi guys, if i have to do an inspection where the characters pick an item up (Object inspection + animation) what would i have to look for?
codelike me just made a video about that a few weeks ago
Hey can someone help me with rotating objects over time? I made a timeline but it doesnt seem to work. The object rotates instantly instead of smoothly and it rotates wrong.
I am having some issues in Unreal Engine 4.26.2. After having the engine open for a while and working, suddenly right clicking wont work. I don't get drop down menus and the viewport is flickering. Have anyone else experienced this issue? I tried resetting my PC, but this didnt work either.
also unusual backwards move, gotta watch motion sickness
would you happen to know the link or something
cant you do simple itemrotation in the blueprint/viewport?
a rotating movement component
Just found it, do you mean his unreal adventure?
mp?
horror engine? ill check it out
I'm releasing my game on Steam soon and want to know the best/usual way ppl get ppl to test their game
(I considered inviting volunteers to a Discord server)
I'm looking at it, but thats exactly what i mean, the inspection is "hands free" i want my character to start you know, going with his arm to pick it up and all
not simply have it hover in the face of the character
its okay i found what i needed, as snowie mentionned, codelikeme did something similar.
Someone else also told me to just attach the items to the character with an animation and a destroy actor timed right
So I'll go with those
@hidden sparrow you want to add world rotation, not set world rotation
and i would be careful rotating like that, due to gimbal lock,etc
Hello
I need help
How can I make a rotating door?
I mean
It would always rotate but I want it to rotate just a bit, not the whole door
Edge A ------------- Edge B
When standing on the collider, Edge A would move, but B would stand still
What kind of door you wanted?
put an arrow, then parent it to the cube/door
a normal one, but before this it would rotate entirely
It needs a pivot
then do this
set the value of the Rotate to a number like 20 or 25
it will open like this
before this, both sides of the door would rotate like a rotating door
But I didnt want that, so I got the arrow thing
anyone use logic driver pro here?
I'm thinking about buying it, but it changes many things of engine, so I have some worry
Is it good?
Does anyone know if it's possible to set a default filter set for the Output Log? There are a few spammy log categories and I'm getting tired of always having to manually disable them every time I launch the editor ๐
is there any way to shatter / break skinned mesh like destructible static mesh ? (for example, when sword hits armour, they breaks apart progressively)
I got a lil question: If i make
- a main menu to launch the game
- After pressing new game it spawns me in a place with multiple doors
- each door leads me to a new "gamemode" or "story" are those sublevels or a whole new map???
(1 the main menu) + (1 the room full of doors) + (1 the story chosen) ?? thanks to @ me please if you respond, im going to sleep
are which sublevels?
and yes it could be stand alone levels or sub levels (all or some or mix and match)
like each new location when going through each doors, i dont know how to explain it xD
yep they can be whatever you want
one thing to keep in mind if they do need a new actual gamemode (the asset), then they should be new levels not sublevels or using streaming
Because the game would be like mental health representative. Each door = One illness. Whichever it is, cameras will act different in it. But i dont want the whole like, files to be clustered in a way (i can sort it by names ofc)
if you dont need a specific reason for each "door" to be in the same level as a sub level then as a unique level would be fine
like saying i make dissociation, camera is gonna go faaaar. or in depression, the character has to press e to grab items etc
if you needed say for you to start to open the door, it zooms into it and fades into the next level, then that would have to be a streamed in sub level
with a loading screen would also be sub level?
honestly if you dont have a good reason to use sub levels or streaming, just use normal single levels for each thing
would the sublevels still use the same inputs of a different level?
it would be for the aesthetic, the presentation
the game mode asset itself, determines player controller and default pawn and such, is loaded into the parent. so if you load in a new sub level you are still using the parents player controller and such
so if you need unique game modes or the things it controls you want unique levels
it sounds like using normal levels would be fine for you, each one is a unique experience and no real reason for it to all be loaded at once
right so if character stays in first person/third person it stays the same game mode
well first and third is just a camera location, you can do that at anytime
i think im confused on gamemode then, ill look into it
if you use a literal seperate player controller for each mode then you want to use unique game modes and unique levels
game mode is an asset that determines default "stuff" like the Player Controller class that is used and you really cant swap that out
game mode is unique to the project in general but levels can override it to use a unique one. for example your main menu game mode might not load in any pawns since its just UI, while your game level would load in your player character as the default pawn
Right
well, before i ask more question ill research about the gamemodes differences and all
Hey so if I've got a question that hopefully someone in this community knows the answer to (in relation to Unreal of course) should I post it here? Don't see a alternative channel may be blind. Topical to the editor of the engine and it's interface
if its a question that fits in a specific channel, it goes there. If it's a general UE question or doesnt fit, it goes in the general #ue4-general channel
Fair enough.
I recently got back into UE4 specifically version 4.26.2 and I've noticed practically every 5 minutes of using it the editor bugs out completely, as in let's say I'm trying to change my camera speed I can't click it without the menu acting like I'm clicking off it and on at the same time, this is the situation with pretty much every part of the editor after it goes goofy. I'm not sure if this is a common issue or what. After just a little time it consistently goes wack.
hi there. does anyone know a good reference material for moving objects based on mouse pos in world? im getting some wonky behavior that i do not know the reason of ๐ i can send the video here if anyone's curious
edit: im doing this through c++ btw
@plush yewif the menus flickers its usually an nvidia driver issue, theres some pinned stuff here but pretty much just rolling back to older drivers is the fix
๐ Thanks I'll try it out
is it okay for a new project to take 20min+ when building with vs?
building the project not the engine
i feel like it builds the engine instead of the project, but i have no knowledge in this field
Anyone using multiple displays and having problems with where UE opens other windows (like blueprint editor, material or play) where the new window is placed partly between the two monitors? I have assisting display below the main one and these UE windows always keep popping up so that the top bar of the new window is on bottom of the main monitor. If I change the monitors to left right setup, now for example every time I play in new editor window the outer edge of the play window is on other monitor.
20min+ is not normal no. unless you are building a AAA game then sure, 20min is the time it takes to warm up before thinking about compiling and packaging.
Its almost as blank project
check your logs, and see what it is doing maybe
i have no idea but it seems to be building the engine instead
Also if I define the game to be played with r.setRes something. It works right after, but starts to ignore this soon. If I disconnect the console command node, reconnect and build then for little while the window opens correctly, but later will be messed up again, opening what ever size with part of the window always on the another monitor
Even tho i right click build on project name
thats why we check the logs. to have an idea ๐
it will tell you what its doing in there
On top bottom display setup I usually get like square shaped play window with with at least a quarter of the game screen on bottom monitor
It's like UE doesn't respect at all where each desktop is suppose to be... like how hard it can be to open a new window completely on one monitor, especially if it is dragged to be there before, but yet it just keeps reseting the windows to these weird locations that are not on either monitor
i'll update you tomorrow if you're free
sure, also include a snap of your last couple of lines of your build log (say ~50 lines or so?), as it will also help to determine what it is doing quickly, not the entire log, that will be less cool, unless someone asks for it. ๐
and be sure to ask in here again, you should get help quickly.
Got it, thank you for your time and sorry for asking then leaving, I've spent this day downloading, building deleting the engine and projects till I got exhausted ๐ anyway I'll make sure to ask here tmorrow ๐
I'm making a game like battlefield 2042. Still early in development but people can become playtesters if they want just lmk
The actual playtests won't be until months later but just wanted to share my vision of this project and how its advancing along
Sounds very ambitious, good luck :)
I managed to do it, thank you for the help ๐
I can't edit anything in the ue project
i can't add anything new in the project
also tried deleting Documents/Unreal Project folder and tried creating new project but it doesn't let me
anyone else ever had this issue or knows how to fix it
sounds like you might not have file write access to Docs is that your own users docs folder or anothers. generally we see this issue when more then one copy of a project is open or something else has locked the folder to use
this happened all of sudden
everything was fine till yesterday
i don't know what i did that cause this
i googled it and the suggestions that came were also check file write permissions.
file write permissions of what
UE
Weird, I have that enabled and it never caused me issues 
hi!
I'm trying to create a looping with splines but it's really difficult to get the points and tangents right to create a fluid looping.
Are there any tools to make this easier?
no, that just closes the spline loop. I mean a corkscrew loop like you'd see on a rollercoaster
ok, I'll look into that, thanks
any1 that can help me with this error? ๐
https://gyazo.com/a809f399b03217a0ca1609df7dc09672
Hello Guys is it possible to get Size of Material on Object ?
size of material?
yes i have a wall have 10 materials as boxes and i want to get size for each one
I want to Draw outline around each material
While interacting
There are ways to use post process to create outlines, I suspect youtube has tutorials on this, and certainly there are a few marketplace assets that offer this.
It's easy to make Custom Depth Render but not around small part of one piece staticmesh
Not heard of getting a "size of material" before
If there is, it will be a #graphics thing ๐
I'm asking if i can get the size of Material or Texture in specific material
Me too ๐
i have been stuck on this error for 2 days now :/
Is that related to a Marketplace asset?
idk, thats why im asking for help because im really lost
it mentions FoliagePackV1
yeah i can see that, but the owner of the pack are saying its not the pack, so now im asking here in Unreal chat
This server does not provide support for modding, even if it's UE4. Consider discussing it in the game's modding forums.
^
Might be a good idea to say so in the server rules, then.
i think its clear enough in #5
yeah that works fine, so i really dont get it
Ripping assets aren't exactly legal, thus "pirated goods" per rule #5
Don't get me wrong, I myself am a long time modder, but if I were you, I'd rather ask them in the forums for the game in question.
Hey guys!
I have a spline with mesh components. On the components I set the profile Preset_Track: https://i.imgur.com/uyYc12H.png
I have an Object channel Object_Track and a trace channel Trace_Track: https://i.imgur.com/w0lcNM2.png
The Preset_Track looks like this: https://i.imgur.com/zDsidOk.png
Then I do a trace onto the track: https://i.imgur.com/ifnYVJk.png
But my track doesn't block the trace: https://i.imgur.com/wbAc8rl.png
Can I get some help with that?
It's odd. The trace works on the ground (because of default block) but not on the spline mesh component
is there a list of text tutorials for ue?
i dont want to come off as rude, but majority of video tutorials are just plain horrible, long for no reason and made by people who seem new to the engine themselves
there are many great video content creators, but I dont think there is any definite list of text-based tutorials for ue.
not to mention --just like the videos-- depending on who made them they could be just as good or bad.
anyways the pinned message in this channel has some resources, though its mainly video sources
i think my major issue is with the format, its super hard to find what you need in a video tutorial, and the trend seem to be 2h videos with the person rambling for the most of it so you go through half of the video and then realise its not what you needed anyways
hi guys, in my animation blueprint i want to use the Movement State machine unless A variable called "IsDead" is set to True. in that case i want to play the animation "Death_1". Is it possible to select between two different poses in the animation graph?
cool! thanks
how is a dash mechanic usually implemented? Ive found a couple of ways
one was to increase max speed and acceleration for the duration of the dash.
another one was to use the leap node. But it kinda sucks cause it launches you too much when you jump
another one was using an impulse
depends on how you want it to work I guess
they all kinda sucked tho haha
there's no "correct way" to do it because it all depends on exactly what kind of feel and behavior you want for it
If you're using Impulse, at the very least, the collision detection is already part of the physics.
Yea, They all do have the same issue of when you stand on the ground it barely does anything, but when you jump you go flying lol
probably need a seperate dash for when im not touching the ground
something you could try doing is just move forwards a certain amount for a certain duration of time
since it's a certain distance/amount it should produce the same result regardless of whether on ground or in air
using add movement input and a timeline?
That could be one way to do it yeah
what would be the other way?
ah
Though set actor location might brute force the character into out of bounds more easily.
Depends, you can use the Sweep option which would have it stop short
i thought set actor was more of a teleport no?
Or you could trace before dashing to check for obstacles
well yeah but all movement is kinda teleporting in a sense
the object isn't usually treated as moving through "physical" space in a sense, unless you sweep, or use continous collision detection
every tick yea
set actor location won't update the velocity of the actor which other movement methods may do
im not sure how to use set actor location as a dash tho, unless you add a bit of forward vector every tick for a certain amount of time
Yeah that's exactly how
Which is why Impulse is a lot safer option.
In a way, dashing is basically jumping, but angled more horizontally.
What's left is how you would decelerate quicker once the character touches the ground, if not after a certain time.
yea
can any one provide some good cinematic tutorials with landscape or anything related cinematic. Tips/tricks to minimize gpu load tuts will also do
hmm how to make them realistic... proper lightning may be.. how to use fog to minimize distant renders.. something like that
That's not inherently cinematic. Fog masking is a fairly old technique to make up the lack of LOD.
I mean, it's not wrong to ask there, as the inhabitants might have better understanding on VR and AR libraries.
my mobile game keeps crashing on majority of android apps when they download it from the app store, any tips on helping the preformace?
Hi, is it building the engine?
1> [24/670] SharedPCH.Engine.ShadowErrors.cpp
1> [25/670] LibraryLoaderImpl.cpp
1> [26/670] Module.Networking.cpp
1> [27/670] Module.Chaos.1_of_6.cpp
1> [28/670] Module.Chaos.4_of_6.cpp
1> [29/670] SharedPCH.Engine.cpp
1> [30/670] SharedPCH.Engine.RTTI.Exceptions.ShadowErrors.cpp
1> [31/670] Module.ChaosCloth.gen.cpp
1> [32/670] Module.Chaos.3_of_6.cpp
1> [33/670] Module.Niagara.gen.5_of_8.cpp
1> [34/670] Module.RHI.cpp
1> [35/670] Module.Niagara.gen.4_of_8.cpp
1> [36/670] Module.Niagara.gen.6_of_8.cpp
1> [37/670] Module.Niagara.gen.3_of_8.cpp
i clicked build on project not engine
Seems rebuilding the plugins to me.
im using only 1 extra plugin, my project is almost blank but takes 20+ to build
You'd better make "installed build" out of it anyway, unless you're still actively modifying the source code.
So its a normal thing for a blank project to take 20+ mins to build in vs?
Largely depends on your CPU.
cause someone said yesterday there is something wrong, it shouldnt take that much
i got ryze 3600
Threadrippers could definitely rip through the engine building process in a few minutes.