#ue4-general
1 messages · Page 1040 of 1
I thought it was something else lmao
It's basically the same as packaging in UE4, I believe. But you should've asked it in #ue5-general
There might be some things changed from UE4 that I'm not aware of, and I'm staying with UE4 for a long while.
this mathew dude sounds pretty cool
Hey, when I open my game in fullscreen in 1080p and alt-tab out of it, other apps like chrome etc get smaller. How do I fix this?
Nvm fixed it with borderless fullscreen.
hello everyone
hi
my anim notify not working can anyone know this problem
gonna need more information then that
it might be too close to the start or end and being blended out
did you find a solution to my problem mat? 😛
I didnt get very far myself
other then brute forcing it with different timelines and switch on ints
theres a few but nothing really pretty. your way might work. lerp lerping between both values and setting the current time based on the current position works, its waht I was testing, but sometimes stuff just feels ugly
the last thing I was testing was they all spawn in at the 0 spot, but then you just set the new time on the timeline to a random spot on it and then poo it moves to that new spot and continues moving
so your not spawning it in a different location, just fast forwarding the bouncy loopy to a random part right after you spawn it
the new time float parameter on the timeline node is the start time?
yeah the new time is the time you want it to jump to, then you run the set new time execute wire in and it jumps to that time
im sure there is some maths that could do it more elegantly but I dunno I dont like maths
it works! 😄
I mean its a new empty project, and the only think that it could is anti virus or something hogging down the cpu, I noticed very high usage from system at all time which is probably mean that its windows defender or something... (I got Bitdefender)
@grim ore love ur vids :o
Hey guys, general question: If I download an asset from the epic marketplace to a project and then move the folder its in in the windows file explorer, will that cause a problem?
ya
thanks matheww!
if its taking a while to compile, look at how many c++ compiler threads are running in task manager. quite a few people install incredibuild and that slows it down
ya, move it in the content explorer
@thorn edge move it in the Content Browser in Unreal u mean?
ya
tho u shouldn't move assets from the assets store or any other packages, they should be in the main folder
also ur game should be in a game folder and not in the main folder
for updating reasons and stuff
OK so, you mean the assets should be in the main "content" folder in the Content Browser?
/assets-store-item/assets....
/your-game-name-or-just-game/all of ur game files
thats why they are coming in a separated folder
Oh OK. Thanks for the help
👍🏻
ya I'm pretty sure that something from system is hogging the CPU resources when I'm compiling, think that I checked the process a few times and saw like 12-20% CPU usage by unreal compiling process while system had the rest
anyway I'll check it next time, tho some people said that it also took them like 6-10 hours to do the same thing...
a quad core should be about an hour and 45 minutes, an 8 core can do it in under 45, 16 cores is around 20
plus or minus a bit based on that but even my dual core laptop could do it in under 3
if your compiling the engine in visual studio you should be near 100% cpu use
its 100% CPU usage but like 60-70% come from system
Hey, my progress bar doesnt seem to work fine. Am I doing something wrong? Does float = 50 means the bar should be half full?
yeah shouldnt be that, there should bea compiler worker for each thread on the machine with everything else being minimal
can I ask whats the purpose of compiling the engine like that?
The range for progress bar is 0.0 to 1.0, not 0 to 100
oh ok thanks for help
Do your math and divide by 100
Is there a way i can only apply emission to one color of a material?
@plush yewyou compile the engine to do custom modifications to it, to test early changes, or if you need a dedicated server build
anime rendering without post process, backporting 4.27 features to 4.26
ah I see
@desert vergenot really good with materials but could you seperate the yellow lines and layer it on top as a different texture?
u can make a mask by processing the red\green channels of the texture
It would be much more efficient to have the alpha channel serves as the mask.
The Idolmaster
(banner is from the game Idolmaster Stella Stage)
oh I see.. interesting haha
Can I use a world position offset for a post process material?
Are there any performance issues with setting a light intensity high or emission high?
hey guys i am trying to make a post in jobs how do i had a new line to my skills?
i am using manny bot
how can i have a radial force only push objects that are not blocked by another object like a wall
Anyone have any ideas for a low poly couch party game or a game that i can play with friends? Gang beast is a good example but i cant come up with anything
I can't think of any good recent co-op beat em ups
is this a good server for learning unreal engine? or should i find another one that takes questions and such
yes to both?
okay in that case i got a question lol. how do you use the default UE4 mannequin that moves around? I have the basic character actor and player start both placed in my level. but when i press play nothing appears.
so which mannequin? and did you use a template when making a project or ?
the default blank white unreal engine mannequin i see in a lot of tutorials. i made an empty project, it just has a square tile and the light sources and such
well if you chose the blank template then you wouldnt have the mannequin
if you chose another one that has it, then it would be hooked up and a blueprint in your content browser
i see, okay ty
so thats why im trying to figure out which template you chose so we can go from there
Any of you used the Advanced village pack ? I'm trying to disable/remove matinee content but i dont see how to stop all the anims
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000054
UE is consistantly crashign
with this
nvm
Hey, I'm unsure where this would fit, so I figure the general Unreal Engine channel will suffice
I've been looking through the container flags for the I/O Dispatcher and noticed there's one for Encryption.
I've been unable to find a setting in engine or ini to enable encryption of utocs.
If someone could let me know, that would be fantastic! (Please ping as I may not be on to see when/if there's a response)
Sequence
Hi guys ,How to fix the flicker shadow in animation ,Really thanks for help!!
Have you tried a dedicated build server?
That way you can also separate your client and server builds and run them in parallel.
We use Azure for our cloud builds and publishing to the storefronts, for local builds we rarely compile the source for the engine locally, server builds take less than an hour whereas local builds tend to take 3 or 4 times more
But it is always a good idea to investigate your compilation logs, and see what takes a long amount of time, and yes 100% cpu is normal for builds, so dont expect to be doing anything else while building, as it will impact your build time directly.
Also, building blank projects? LOL. That should take about 5 minutes tops. I am talking about building and packaging a large scale production here, if your blank project is taking 3 hours to compile check your compilation logs dude, something def wrong with your PC.
I am using BitDefender at work, and Windows Defender at home ( for personal projects ), and I can confirm they do not impact our builds ( of actual games, not blank projects ) to any degree, even building our medium sized projects take a few minutes on local PC.
Stupid newbie question, but I created a project and it has several folders in the world outliner like I'd expect, except it has both Lighting and Lightting (note the second t), and I can't delete it, so I assume it's necessary. What's it for?
is there a simple FPS graph of some kind? i wanna see when i get FPS spikes, and its hard to tell from the viewport FPS counter variable.
Any of you know how to get HD screenshots of a viewport at exactly 1920x1080 ?
Stat detailed console command?
is there a fps graph command?
I am attempting to make a settings widget, and am following my teachers instructions, but now I am getting this error, the teacher had it as well, but it seemed to fix itself after he replaced some nodes
@old kite yes this is it
ah, "stat detailed" is the command. hah thanks
When you right click a uproject and "Launch Game" is that the same as chosing "Play as Standalone" from the editor?
Really thanks,I enable the Dynamic inset shadow ,it disappeared。But the shadow is really hard,then how to fix it。
I would say yes. But I also never use the in-editor button for standalone
I think that I had incorrect build settings and that I was building the engine with the project almost every time
thats why it took so long
3 hours for a blank project? i would not even know which settings to modify to get those kind of compile times on a local build. see if you set it to iterative build, and keep an eye on your log to see where the time goes, there should be a logical explanation for it. 🙂
btw should I scope to the project solution or does it need to be inside the engine solution?
yup i was compiling the engine with the project thats why it took so long, also for some reason when I compile the engine from the project it takes significant more time to compile...
yeah probably dont want to create a game as a sub project under the engine. Specially considering you may end up with potentially hundreds of games/projects
I know, it looked weird to me but thats how the generate project set it up
so do I need to scope to the project solution?... 🤔
@tender pecan
for starters yes. def do not recompile the solution if you dont need to.
it wouldn't detach the project from the engine tho?
Is there a way to see a dynamic spotlight in orthographic view without enabling Forward Shading?
ideally yes. even if you want a unique/custom engine per project then still yes. no need to recompile the engine everytime an asset changes in the project, if engine content change then sure.
I would also recommend to never add your project to the engine source folder directly. unless you have a very good reason other than i saw someone do it on youtube. 🙂 decouple your engine from your project, and then you can link to it using the version switcher
UnrealVersionSelector-Win64-Shipping.exe
https://answers.unrealengine.com/questions/74136/converting-launcherbinary-based-project-to-use-bin.html
Really thanks!!👍
Just wait. This is normal depending on your machine etc and can take a significant amount of time.
Hi guys,is possible to create an animation material with gif?
Not directly with GIF files, but you can make a flipbook atlas out of it.
It's like one of the most common technique used in 2D games.
Hey any way to reduce cpu draw thread?
draw thread around ~10-25ms
gpu thread same as draw
9000 actors in the level
i use occlusion volume
lods
hey guys I have the problem that whenever I build Lighting (current screenshot in High) I get these weird shadows and also the meshes in the dark look somehow emitting light? I am using RVT and the Megascans Assets for this. Anyone got an idea?
max fps in packaged is 80 and lowest 25-30
hlods will help draw thread?
or i have to merge some small static meshes
9000 actors seem quite a bit too much, even GTA V's draw call count isn't that large 
my max draw calls are 2000
oh no
i am looking in the heaviest place where i have 25 fps
average draw calls are 3500
and sometimes max get 13000
its too much i know
maybe hlods will help this?
Nope.
Also I'm sure #graphics has more harsh truth bomb in this regard.
@drowsy snow so hlods are not good idea ?
HLODs are just for reducing poly count, not necessarily affect draw calls.
but merging materials when building hlods can reduce draw calls
Hey guys
do you think that building a nice environment in UE5 with gtx 1070 is possible?
Hello,
Can someone help me with this tutorial ?
I tried recreating it but it looks totally different
it starts okey but then it get really weird
gets
any ideas what can can make the Niagara effect look this weird?
okey let s talk there :d
Does anyone know how to fix my Problem:
When i paint 2 Materials in my Landscape Material ontop of another, the Tile where the materials got painted just turn into the default material.
too many textures on the tile?
only 2
i have the base texture that lies on the whole landscape, and i can easily paint 1 Material ontop, but when i paint a second in the same tile it removes the material
there you can see, as soon as the 2 materials get into the same square, it sets it to the default material
no shader compile window anywhere
are my textures too big?
that i know, but normally they should compile after a while
where the red box is, i started painting them in the same tile
obvioulsy the yellow failed to compile is also the problem
any idea on how i can fix it?
could i fix it with a lower resolution texture?
or how could i fix that?
on what node?
or where do i switch it?
that?
sampler source?
wich one should i take?
i just want to paint multiple materials ontop of each other 😅
Thanks, works perfectly 👍
im using the hello mod kit but everytime i try to package the mod it fails anyone know how to fix?
that's what I meant by "too many textures on the tile", good thing you got it solved 😄
I have a function that spawns in random actors onto my other actor, How do I destroy those?
wait nvm im dumb
Has anybody noticed a lot of old forum posts being broken? I am looking for something that is very scarce and the image someone sent of it is broken :(
https://forums.unrealengine.com/t/vertex-shaders-material-editor/106831/4
the linked images no longer exist
Oh dang
Well does anybody have some code for affine texture mapping? I can't find anything on git and im not able to buy a plugin for it rn
Hello everyone having issues with weight paint. I’m trying to paint one bone and it’s getting copied to the other side anyone know why?
Hi
Does anyone here know how to use unity
I kno but I got banned from the unity one
For so dum reason
@plush yew I do not have mirroring on
I dmed a mod asking How he became a mod, and I said I wasn’t asking for mod I just wanted to know the story, then he said “the next message u send is a ban for unsolicited dm” and I asked what unsolicited meant and I got banned
It’s only acting up with the back legs for some reason
Must be a bug or something because I reparented it and so far it’s not acting up
make sure to read #rules and #more-resources here to avoid the same fate 😉 😄
K
Hey, does anyone know why I dont have BaseCharacter_BP?
Or where to find it
Im at a TextTutorial Step where it says: Change the DefaultPawnClass to BaseCharacter_BP
I use the FirstPersonTemplate. So, I have to make it?
I can send a link, its just Text, one sec
Its right under CreatingTheGravityGamemode
At the start
Im here right now
Oh wait I see
Yeah my bad
Alright thanks
Hey I'm kinda lost, in unreal 1.17 I cant find the event OnReceiveDamage
Is that a big??
Bug*
if you package your game does it package everything in the content browser or just the stuff you used?
Oh
Might need to move out of it tbh if we ever move the project to UE5 since I think it was deprecated or perhaps even removed?
I mean it works and is reasonably feature complete so I don't personally see that as being "left to rot" if hasn't received feature updates
but it did always feel a bit strange that it was so deeply built into the engine
RIP: Tesselation
I suspect it's just plain gone, but I hope not
that's kind of the thing - there's no vestigial code path or references, it's been completely cleaned out, which is why I suspect it's gone gone
Hey, I have some questions. I immediately want to say that I'Polish and my English is not very good. In general, I'm just starting with the Unreal Engine and I would like to ask you what c ++ is used for and what blueprint. I hope you understand me. I mean that I think there are things that are better to do in c ++ but also there are things that are better to do in blueprint and I would like to ask you if you can explain to me what is done in blueprint and what in c ++ .
if it comes back, it won't be in Nanite
how do I cast to a widget blueprint? What object do I put in?
@plush yew Can you help with the next step plz "Creating the Set Gravity Function" Its really unclear on where I have to do that
Cant
The GamemodeBP, LevelBP or CharacterBP?
When I click it nothing pops up
I have a post proccess material and I want to debug some values in real time in game. For example SceneDepth values. I've found debug nodes in material, but they freeze if I start the game
What exactly is Unreal's console? Is it a debug feature or is it going to be a part of the compiled program?
Yes.
Yes to what
both questions
What.
it's a debug feature, that you can elect to have compiled into various build configs
so the answer to both questions, is 'Yes'
Can you change it's look?
if you want to dive into the source code, definitely
Damn
I've never looked into it, but it'll be doable
I think it will be alot of work to change it through the source code
Did the developers really provide no way to change the GUI?
I mean the GUI is written in code, so that's where you'd change it
What about disabling it and making a custom console with provided functions?
Can you even disable it?
you can disable it, but then you'd be replacing the whole thing, which is pointless
might make more sense to create a UI widget that just reads from it, and has a text box + button to push stuff back into it
Well then guess I'll just leave it as it is
I got a animation playing with footsteps, whenever I die. I ragdoll and disable movement, however the footsteps are still going.
what can I do to disable that?
I used change animation mode haha
Guess your solution works better
/stream
is there a way to easily retrieve specific component from an actor and check for its tags?
and when we use otherActor from OnBeginOverlap does it detect other actor from collision with any of its component or the mesh or something? so if we for example collide with the first component? and in that case is it possible to check for tag for the bounding box specifically? and how would i go about getting to the bounding box
which channel is best to ask about a simple lighting issue?
Can someone please confirm if 4.27p3 doesn't work with VTs when using GPU Lightmass to bake lighting ?
@eager marshif its a component on a blueprint, it has a variable assigned to it. you can get that variable and check for its tags if that is what you are asking
you can get it as variable in c++?
well is this a blueprint class or a C++ class?
its a blue print class that inherits from c++
then you should have a variable assigned to that component in C++ no?
alternately you can get component by class on an actor and get the first component it finds of that class
as for the other question, the on begin overlap has the component that was overlapped as a property if you want the component that triggered the overlap
does on begin overlap use any mesh/collisionobject it has? so if i have 4 collision boxes for example first one to collide will trigger overlap?
depends on how you have it all set up, normally the root object is the main collider
this is how i have it setup
i was following a tutorial and im experimenting on my own before progressing
well your root has no collider, so the mesh (if it has one) and the collision box should both be valid for triggering
but it depends on how you have them set up
I added "Recharge" tag to collision box but for some reason it doesnt get triggered and im trying to figure otu why
what doesnt get triggered?
this is the code
i have the collision box set to overlap and mesh set to block
collision box is set to overlap all but it still doesnt get destroyed on collision
well have you debugged to see if the code is ever called at all?
yeah if i switch to
I return!




yep theres actor and component tags, not the same
so it can detect actor tag but for some reason it cant detect the collision tag
Are you doing this in C++ or Blueprints?
well your hitComp is the component on the character that is being hit or the component on the actor you are hitting? you have an otherComp
oh i can't help my C++ hasnt been dusted off in a decade..
this is from the character that collides with the box
so hitcomp is the collision box of the box but its called from character
@prime willowlil bit of monica
Say where are all these boys located at? VSCode wont stop complaining and I have no idea where to find any of those files

if this code is on the character, hitComp is the collider on the character and otherActor and otherComp is on the item that it overlapped with
Is he trying to tell us something?
I cant help you with that sorry
oh yeah got it
i made the collision box root and it works fine now with othercomp
but if youre being held hostage I can call the cops
thanks for the help
whats the view on like mesh and collision box which should be attached to which? character template is with capsule as the root and is that hte better way to do it because of performance?
the character is a special class designed to work like that, that is why it works like that
Wait is this not even supposed to happen?
Is that it?
there are a few reports of this issue, it could be your project, your code, or just VS being stupid, or your computer, or a few reasons. Its intellisense being stupid.
there are a few reports of this issue, it could be your project, your code, or just VSCode being stupid, or your computer, or a few reasons. Its intellisense being stupid.
That's better
But my question is where are they located?
I know they exist
I don't know where I just gotta add them to the include path
google?
Google only told me where CoreMinimal is
not google my arche nemesis D:
I guess the others are in the project though
tbh that document is more useful than the majority of what youll find on youtube ^
from there you can find proper search terms or nodes and systems you didnt even know you were looking for
@grim oreI cant believe your videos have so little views, theyr so good
and than youtube >O>
I don't get how that tells me where the files are located
alright thanks for the help
xD
Cool thanks then
and I know VSCode might be more fun to use but the engine is designed to work with less issues in VS proper, it might be worth using it for less issues like this
Visual studio's font rendering is shit
I can't stand it, some characters are pixelated and some aren't
Also it's pretty hipster not gonna lie
oh matheww if you dont mind
just to make sure im not as stupid as i think i am o-o
if my widget takes in interactions from the mouse when spawned
that means the whole interaction part with widget actor is working
so if my controller input doesnt its due to a lack of connection from pawn or actor and the widget actor right?
controllers are weird to get working out of the box with widgets, you have to do some special coding for them
probably an easy question but if I package my game does it use all the content in the contents folder?
no, but sometimes yes, and sometimes no
thats the important distinction, it should only packaged used assets
should
but soft references for example cant be picked up
oh so if things arent for shipping they need to be removed? o.o
and sometimes it grabs stuff that doesnt seem referenced
darn thats something else
in the packaging settings in the project settings are stuff you can change
you should make it only package the maps you care about, from there package and see what happens
il have to look into pckaging i was told its something i should do often x-x
what about my 15gb audio folder where I only used 4 files from?
in the end yes you should remove all un needed stuff if you want it to be perfect
:[
it should only package the 4 audio files you used
but maybe you have a test map that shouldnt be packaged that uses some other audio and then all hell breaks loose
ah I see! okay thanks 😄
How do I know what kind of groundwork I have to have done for, say, an arena shooter?
basic research
what features are key to that gameplay experience you want
what are the pillars of the game
you can even think of what the gameplay loop is as well since that'll be important
and pick apart games you like or enjoyed in whatever genre those mechanics came from
id advise writing it in a brief list
and once you have the core experience theme, main gameplay mechanics and systems, you can go from there with absolute ease
dont make a scope you cant clearly keep like super mega ultra quadtriple A mmo game
like me ._.
and start small and work your way up the ladder
Create a basic boomer shooter mechanics going on first.
hi hi hoodie o/
Hello~ 
The widget thing?
Okay, that's good advice. I just want to start with something that's specifically made to be 2v2, hopefully with some cool features that fit that, for example an overlay of the teammate's screen on the corner of yours, like Portal 2's partner view
I already have an idea how to do that BTW. Just sharing my idea
On an unrelated note, the best way to make an indicator for where another player is looking would be to do line traces continuously, right? That's not as intensive as it sounds to me?
And obviously texture the line traces
line trace isnt expensive at all
So that's an "every tick while I want it active" kind of thing?
traces on ticks are very common
yea, its used a lot. For example to know what kind of material youre moving on. Wood,grass stone etc and then changing the footstep sounds
Very cool, didn't know that
How would I go about applying a texture or just a color to a line trace efficiently?
you wouldnt, what is this supposed to look like?
Like a line coming from the other player showing what they're looking at, with colors to match their status
like literally drawing a line from one point to another?
they both have their uses
Depends on your project needs.
lots of great games are made on both
Yeah I'm envisioning a beam coming from where the middle of the partner's screen would be that gives you information in addition to their PoI
altho unreal isnt that great at 2d things right?
Unreal can do 2D, but barely anyone doing it.
@dusk nebulamaybe look at doing that with particles using a beam emitter
it can, but why would you do it on unreal?
I'll look into that thanks
Because I'm too comfortable with UE4 😛
it's a loaded question, no one who actually wants to know the answer asks it
@dusk nebulaniagara beam renderer works
Static beam in Niagara?
you need to set parameters for the starting position and end position
I could make the most mundane tool with UE4 that doesn't even use the viewport whatsoever.
look up laser weapon or beamweapon tutorials on youtube 😄 I did it like 2 weeks ago
Will do, thanks
also ribbon might work https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Niagara/HowTo/RibbonEffect/
they both work, you just need to set the start and end points using parameters and linetraces
Is it easy to make either of those disappear basically after one tick?
set it to not visible?
that would be weird tho since you wouldnt be able to see a tick in general
Well I mean if it's going to be constant I basically want one new ribbon to overwrite the old one for every line trace performed
you just move the start and end
Didn't realize it worked like that thanks
I'll look into the system when I have more time
Helo
yessssss
I saw somewhere that u could like have visual codes or something? Idk how to describe it but like scratch is that available on unreal?
Blueprints?
Idk like drag and drop or something
thats bp yes
Ok nice do i have to install something seperate for that?
Unlike Unity's Bolt, Unreal's Blueprint is a core, integral part of the engine. You can make a fully fledged game entirely using BP, without bothering about C++ scripting.
Can u also make a 2d game?
with enough skill yes
In fact, you can make the most mundane tool with UE4.
If you're making a 2D game in UE4 tho, i would recommend using some assets from the marketplace. There's one that allows importing assets from Tiled to Unreal and another that extends Paper2D (the official Unreal plugin for making 2D games).
does the widget not work after changing cameras?
Widgets are tied to the viewport as far as i know, so... no? 🙂
so what im getting from this is that making a 3d game is probably easier than 2d?
I want to modify the camera of the SpectatorPawn. What are the ways I can do that?
maybe its still a bug?
7 years on?
https://answers.unrealengine.com/questions/215440/umg-widgets-and-set-view-target-with-blend.html
😆
~~Maybe you could be the one to fix it :D ~~
In Unreal, yes. Unreal support for 2D is not ideal. But it's possible to make a 2D game in it. I recommend checking 2d games made in Unreal to see what can you expect from it, they look pretty but you'll always hear complains about the workflow: https://www.youtube.com/watch?v=9ksrN0g9Oig
In this presentation by indie developer EggNut, find out how a small team of remote artists, designers, and developers leveraged a stunning combination of high-quality pixel art and Unreal Engine tools such as volumetric lighting, custom materials, and shaders to craft the dystopian noir adventure Backbone.
Learn more at http://www.unrealengine...
Hi guys, how are you doing? I bought a grappling hook from the unreal marketplace and it works perfectly, but just in a standalone game. Well, I'm trying to do a multiplayer online game, so I really need this grapple hook working online. When I asked the original bp creator, he explained to me that the unreal replication system was really a obstacle to deal with to make this grapple hook work online. Do you guys have any idea how can I make this a functional grapple hook online?
hello guys, me and my friends are trying to create ours first VR game. i'm pretty new to unreal (already make somes fragmovies with this-one but never try to make a game) do you guys have any tips / any youtube chanel to recommand for basics before us to realy start ?
without considerable work on your side, probably re-writing most of the thing, and delving into C++ to update the character movement component accordingly, there isn't going to be a way to do this
@tender pecan haha seems like it yea
Is UDN still alive? how to get access ?
AFAIK UDN is only accessible for custom licencees, and not for general users.
Oh no :/, well, thanks for the help
The thing with marketplace stuff is that you're not really meant to lazily asset flip them. You have to know how to adjust them in context to your project's needs.
or whether they're suitable in the first place
but tbh a lot of the assets there are there with the intention of contributing to flips
it's just good business practice from marketplace sellers
yeaaah I know, the main problem is that im not used to work with c++ :/
Is anyone familiar with the Water Content Plugin?
The built in one?
Yeah @drowsy snow
When you backup your 24GB project because you are adding a variable to a structure
||Just crashed after entering PIE
||
It's still broken, relies heavily upon Landmass, and is nowhere near production ready.
I'd look somewhere else for water solutions in the meantime.
@drowsy snow Do you have recommendations for alternatives? I've been using it for a couple of months now and for the most part I'm happy with my result. The waves are what I want them to be but when I zoom in to a certain part the waves become bigger and I was just wondering if you know where the setting would be to adjust that near water scale
Well, they work apart from some issues that you just need to work around (like backing up your project before changing structs that are very widely used lol)
There are stuff like UIWS (which is paid and expensive, but high quality), and Environment Project (which used to be Ocean Project but now expanded upon, and free)
Thank you @drowsy snow
may have been a monthly freebie
It was a monthly freebie
damn. Sucks I missed that
It really helps for long time UE users 😛
Been collecting those since the first month it got rolled out
Yeah ive got the past 8-10 months of monthly freebies and thats it haha
Yo
What if I told u guys u could have unlimited power
Even to revive ones from the dead
Unlimited power
Wud u be interested in this
What even is this? Are you pitching a game idea?
he's making an offer >.>
Kinda
But it’s real life
It’s so easy to unlock this power
All you have to do is go to user settings
Appearance
Light mode 💡
It grants powers some consider.. unnatural
I mean unnatrual
If you want off-topic messages, better go to #lounge
@drowsy snowokay thanks
I'd wait them in #lounge before summoning the mods.
o.o okie
@plush yewnot afaik (not as I remember it)
So... I'm kind of undecided on designing a system that will later incorporate gear & buffs/debuffs/permanent perks/fx stat modifiers. I was thinking of making a general modifier struct that would not care which is the particular source of the modifier, they would all use the same stat mod struct, but in different ways.
Now, I've got this little problem I can't wrap my head around: I have initial stats taken out of the DT (default, unit level 1 stats). These stats are modified by unit level gain. On top of that, I want to be able to keep track of all the gear/external mods. How would I isolate the level bonuses from the other types of mods and vice-versa, so that some - especially percentage ones - only take into account the "naked" (level mods), so I don't end up with exponential growth?
Sorry for the long question...
Any idea is more than welcome 🙂
4.24 was the last version it was built in, it was removed after and is community (barely) maintained
hm, so theres no easy way to upload it online then huh?
to play in a browser, no not really. not with a current engine version
@grim ore do you have any recommended tutorials for making gamepad umg controls o-o
the ones im finding are a bit jank lol
<@&213101288538374145> um is this okay ^

@plush yewyea I wanna try uploading to itch, but they need to download the game right?
no it wasnt thanks for the ping
:>
the level of spam is kind of insane
ill make a mental note for the next time i see it~
I mean, 15k people online sooo
WTF is blueprint connection drawing policy and why is it fucking my development up -
is it supposed to very slowly compile shaders when packaging your game?
Not tutorials, but I'm using UI Navigation plugin that allows just that
It compiles every shaders that are possibly included in the packaged game, yes.
whats a shader tho, I thought it was just a material
my game is so small and theres like.. 2500?
Guess you started following my footsteps then 👀
Also protip: Don't include editor assets
so how did I end up with 2500 shaders when I only have 5 materials? lol
Likely editor stuff got included
In your project settings, these are two handy stuff to reduce Shader permutations
First is in the Engine > Rendering:
Then in Project > Packaging
aaah
Also make sure to disable plugins that you don't need. There are quite a few of them enabled by default, but likely you don't use.
Those plugins might have some internal assets that have shaders maybe?
Yeah my shit was like 29k I think
ive got 6 materials, how does it add up to 2500? its a vector3 and a constant roughness mat lol
My one material add up to 8.8k or so shaders.
what the hell
is it like, every way a material will or can be affected is counted as a shader?
It's for a character, and has several modifiers and static switches.
Those stuff adds up to 8k or so shaders being compiled
ah I see
And it's ultra super oversimplified
same way you download shader packages for emulators 👍
not really
7th gen emulators and above are kind of its own different beasts anyway
wii emulator has shader downloads tho
AFAIK Dolphin's "shader downloads" are mainly post FX
hm anyway, shaders are important and takes a lot of time 😛
The point is that graphics rendering isn't something that's cut and clear and easy to oversimplify.
is that why they say to use parameters for materials instead of create a bunch that basicly do the same?
If you click on the material output node [generally the final one] and scroll down in the details there is a selection of check boxes which tells the engine which type of thing the material is going to be used for, so when you say apply the material to a static mesh it will compile and then later say you apply the same material to a skeletal mesh it will compile again. It's good practice to make sure you only have the boxes you need selected before you build your project, to save time, memory etc etc.
oooh
I wouldn't worry about it too much until you're about finished with the project though, as let's face it, things change a lot during development.
their's a UI nvigation plugin for using controller on umg's..
please gimme the name and yes im learning alot about unreal channel!
It's really named "UI Navigation" :3
https://github.com/goncasmage1/UINavigation
Anyone here really proficient in Unreal Script (UDK) that could answer a question for me?
Considering that barely anyone have access to UDK anymore, don't hold your breath.
that's what i figured 😅
Hey, is it possible to stop the editor from running a dedicated server in the background when i hit play? there was an option to not run the server but it no longer exists
btw why would you ever use a byte or int over a float?
Change the Play Mode?
Also goddamn, futureproofing already
is a byte really that much smaller?
Byte = unsigned 8-bit integer
Depends on the context 
ah I didnt know that about floats
how does that happen tho? if you run it trough some math or something?
The thing is that computers don't really understand floating point numbers.
Back then you have to have a dedicated component just to crunch floating point numbers (FPU)
why are floats used so much then?
For one thing, PlayStation 1 graphics suffered because of the lack of FPU
everyone always almost uses floats
Every unreal guide ive seen uses float for every single number tho
what do you normally do for standalone?
the command line with the uproject path and the -game option?
hah
epic takes the stance that integers are best used in unreal for indexing purposes only
I have to question the credibility of that guide.
so like.. every unreal guide on youtube ever
Take it with a grain of salt.
I mean theyr fine, I was just wondering why they use floats all the damn time lol
Even I have issues with the approaches that were presented by well known UE YouTubers.
well maybe you need a float all the time because floats are prettier?
they sure are a nice shade of green

I prefer it over the Int color for sure
lmao
yes probably I should have been more clear, theres nothing wrong with classic for (int i = 0; i < 8; i++) in C++. I honestly can't remember where I heard it from so probably should have mentioned that too 😉
If you're working on boomer shooters or J-RPG, you'd rely on int more than working on Gears of War clone with regenerating health.
Also, aren't variable colours were changeable?
Hey
I think I see a mention of it somewhere, but didn't bothered to apply it.
hey
Shit ton of them.
For real.
unreals big man
1 TB can get clogged rather quickly with all the tools and assets.
😔 I'm using a laptop tho
you dont need 1tb lol
I disagree.
why? if youre making a database?
Assets.
Don't forget the ue5 just showed how assets are detailed
yeaaa but 1tb for a solo dev game? idk man
My (mostly) solo dev game had reached 55 GB or so in my storage.
Not accounting 200 or so GB for the custom built UE4.
Not accounting for 40 or so GB for Megascans stuff
Is only 40 GB I think
shipped lol
Ohh
but god of war is also a .. oh how many? 50 man team?
I think sound files are like 80% of the games size anyway lol
Hmmm
Also master files for the assets.
What is that
does it copy the file if you import something btw?
Ahhh
the blend file, plus the fbx file
Then what s the solution
smoll game
Buy a larger hard disk.
ssd tho
I can just use an external one
are you new to game dev @chilly olive?
dont worry about space then
Just start making stuff. Don't mind about the storage (unless it's just 240 GB or less)
dont need high resolution textures, highpoly models and crazy lighting setups to make a good game
focus on making something playable first:P
small gameplay loop, main menu, some simple sound effects etc
Though most cheapo new laptops ships with 500 GB HDD storage at least, and that should be enough for starting out.
Oh right
GitHub is free to use, even for private repo.
what do you mean with version control and backup?
I can buy a dock for 3.5 hdd
Last time I checked, Azure is paid...
Or am I mixing something up because of Microsoft naming conventions?
you mean uploading your files to an online storage?
Cloud
Also I can't keep straight face when bringing up MS Azure to other people
Not to mention hugely inefficient
packaging is a lengthy process yea?
probably doesnt help im running background processes lol
Is it 100MB individual file limit?
Because my blend files has getting close to that...
Well, the thing is that all of my artist contributors have no idea about source control, and I got no time coaching them about it 😛
Is there a way to turn on partial transparency in the skeletal mesh viewer?
Though I will consider coaching them once I have fully operational studio
Can you fire yourself in the operation that you solely own? 🤔
Guess not then.
Hello, is anyone available to help me? I'm new here so I'm not really familiar with the terminology to describe what's going on
I'm looking at CG Spectrum courses, and im itching to just do the 16 x 9 month courses
@drowsy snow The plugin you showed me is so amazing just from the pictures ;O;
thank youuuu this looks like itll actually workkkk ❤️
ill try putting into my project in a bit
Well, I used it myself, and works like a charm.
Though the setup is a bit finicky, but IMO it's a small inconveniece

has anyone had crashes on Loading assets? I'm getting an assertion on Ar.IsLoading(). Happening on Development Packaged build
i just wanna
take a break
but everytime i do
i find myself widdling away time
i could of spent making my game xD
anywhore back to work lmao
Do someone know how can I export a game to xbox from unreal?
Did you figure this out?
I've got a color curve that's a different color at a few whole number locations... 1, 2, 3, 4
I'm trying to paint different layers on top of each other onto the terrain
after painting the first color though
it overwrites it when it paints the 2nd color
I'm using "Set Color" for each paint operation
Is there a different function I should be using to do this?
when I press play / simulate my game every 2/3 seconds it skips and goes back to regular and repeats the process
any fix for that?
Yeah we have scripts that execute the commandline stuff. Relatively straight forward and customizable
TIL that Azure DevOps can contain my 40 GB repo, and supports Wiki with no additional cost 👀
isn't Azure pretty pricey?
For small team, free.
Hey, Unreal Insights question.
I'm unable to get as much CPU timing information with Unreal Insights, as I am with the old Profiler. With Profiler (stat startfile) I'm getting specific BP names.
With Insights, however (trace.start rendering, which is a preset for gpu,cpu,frame,log,bookmark), under FTickFunctionTask, for example, I'm only getting vague "Blueprint Time" timing, with no details. I'm already running the game with the -statnamedevents switch, which helped a bit, but not enough as you can see. As Insights is the newer tool, I'm thinking I must be doing something wrong.
Where can I ask about Documentation? I want to ask about something in the Docs that isn't clear and could be updated...
What do i need to do to give a pose to a character, i tried from the Skeletal mesh but it does not update in the scene
Certainly not in this server.
@drowsy snow Can you point me to the right place? I can not edit the docs themselfs...
Are you an Epic employee?
I wish 😛 But no
You should contact the appropriate official Epic's support channel. A wiki, it is not.
Or maybe post about your discoveries on the forums.
I guess no one knows how to do poses on a skeletal mesh 😦
You're just lacking so much context, that's all.
i want to do static poses for making images/screenshots
but i want to give poses to the characters i picked
like this guy .. he has already a nice pose
That's more like it. I could assume you're assembling a photo mode and that needs a different approach.
Anyway, it's as simple as making the skelmesh animation mode from Use Animation Blueprint to Use Animation Asset, and then put in the anim sequence of your pose to it.
oh, thanks, will try that !! Thank you
how do i convert it ?
wont that just make the model to T pose or something ?
Though it's going to be hell if you have some anim dynamics going on.
No, it'll literally turn your skelmesh into statue.
It's like Medusa. 🐍
lol
I've imported a 255x1 texture that consists of Red pixels going from 255 to 0. But when I use Pixel inspector or material debugger and look at the middle of texture it gives me value of 0.2. Shouldnt it give me 0.5 ?
Go to mixamo find a animation, find the right pose, cut the animation down to 1 frame, export and import your skeleton, and transfer it to your character.
How can i recreate a jump scare system like "welcome to the game" as shown below.
https://youtu.be/blCiOryk5GM
Welcome To The Game Montage #001
All Jumpscares from WTTG1, except Twitch integration. Enjoy!
Follow the DBD stalking madness live over at: https://www.twitch.tv/kotzwurst
KotzwurstPro 2018
Mixamo is not even needed in the context of the question. It can be any anim sequences.
This question is way too broad to answer.
If you have understanding of Unreal Editor and executing sequences, you should be able to pull it off in (almost) no time.
Don't expect someone to give you step by step guidance on it.
yeah cool i just wanted to know if it was a cutscene or in real time
if you use root animation, do you animate the jump the same way you would do it normally?
startup/loop/end?
Hello unreal fam, where is the correct channel to ask unreal related dev stuff
hey guys, so i have a anim bp and a post process anim bp.
thing is, part of my anim bp needs to be AFTER something in the post process anim bp.
shouldnt there be a way of storying part of the anim bp, for later use in the post process anim bp
i mean, it does make sense having something specific to a character trigger after the pp anim bp
I have this change of heights with this sidewalk here. But navmesh won't pick it up and remains flat. How do I fix this?
Hello EveryOne.
I have A Question.
I Want Full Learn Programming For All things also game making.
I Founded A University and In that I can Select 2 thing for Programming.
Computer Science.
Game Design And Developing .
Which One Is Better?
Because I want learn Make All things With Programming no just Game Making.
And That University Is For Game Making just with name DigiPen
First of all, capitalising the first letter of words randomly makes things harder to read, sentences don't flow. Secondly you've already answered your own question. Want to learn how to program? Do the computer science as it isn't limited to game dev.
navmeshes are supposed to be simplified representations of walkable area
the navmesh actor (recast navmesh?) has settings that allow you to change how simple the mesh will get
ok.
sorry about my english writing .
yes.
i want full learn programming and i answered this question because in that university i didn't found a selection for learn programming for all things(game making,software and more).
for that i answered here.
i think game design and developing is good for select but i don't like design and art and i can't do that.
for this i don't know can i select game design and programming or no.
thanks
Is there a way to import FBX into UE4 while keeping the objects position relative to 0.0.0 as well as the pivot same as in DCC (blender in my case) and also use instanced meshes to only import once into UE4?
you can use the official blender plugin to export it with corrected pivot
or one of the others like blender for unreal
actually not sure if they have an option to keep the origin but have the pivot, because the origin is the pivot in UE, but in any case they do help with some of those things
ok this literally does just that! How did I never know about this!
how can I limit an actor from going above predefined world location
in other words, clamp it
I tried clamp vector and clamping X/Y axis however it gives weird results
any way to disable backfacing for all objects
my skeletal mesh dissappears when i switch camera to cinecamera. Can any1 tell me whats problem??
Is there a way to choose a random color for a material?
u could use the color parameter and use a Random Int generator and plug those into the RGB values and then set the values according. that way the material might random colors. i’d if that’s the way to do it but give it a try
Alright
Try moving the spotlight farther out of the player's head
thank you!
I updated from 4.25.4 to 4.26.2 and everything about browsing assets became slow and hitchy. I can't scroll a content browser page with materials, can't play animations with stable rate, if I open 2 models, it will have 1FPS
Does 4.27 fix it yet?
I already regret updating because HISMs are broken in packaged game now...
Guys i accidentally pressed the "i" button next to the "+" and now "+" is disabled. What do I do?
Is there a trick to working on large landscapes in UE that would not cause such slow compiling if it's so large? Just the landscape, nothing else has been added FYI, just one solid large WC imported heightmap that when I apply a texture to it, it takes eons to compile
I did that, no change
e.g.
You can switch to dynamic lighting - set your light source to movable
Thank you!
Hi everyone, is there a way to get the damaged actors of a radial damage?
strange, I restarted the launcher, no change, restarted again, works now.
I am trying to import a various amount of Meshes, that will all be using the same Materials. the problem is, when I import the meshes, even though I have set the materials up in the same order for each object, when i import to UE, the order gets messed up, so instead of 1,2,3 material order, the order is not consistent on all of the meshes. Is there any way to make it so the order is always the same for the materials?
I am using Maya 2022 fbx for the meshes and UE4 4.25 for the engine.
Hey, has anyone used DirectionalGravity or NinjaCharacter?
Was hoping for someone to be online at the right time
Hey guys, how to receive a mouse input from a blueprint that's not the character ? Like, when my character holds an item and press LMB, it teleports him
Anyone have any idea what the processing exports is? I get it all the time now when saving and it makes saving a real annoyance.
does anyone now how to do boss health gates?
Hi) What does this mean? it doesn't bake my scene
OK
Not sure where to ask this, but how do you do "shared Wrap" on a texture that is a "Texture 2D object".
Thanks for any help you can give to me.
:triangular_flag_on_post: Chili Turtle (Dev Trutle)#1574 received strike 1. As a result, they were muted for 10 minutes.
Either multiple health variables or you do a check before the boss receives damage to see if it's at a health gate. Assuming you mean an immunity mechanic or something
yes
That's just what comes to mind from a functional standpoint
but im trying to make so when he kills all the enemies that he spawned it'll deactivate the imunity
however getting the reference to a actor that hasn't spawned has resulted to be...difficult
So if your first health gate is at 2/3rds health, you would set it up so you check what its health will be every time he takes damage, and if it's less than 2/3rds, you instead set the health to 2/3rds and trigger your immunity phase
Because actors don't exist if they aren't spawned
Why do you need to reference something that isn't alive, anyway?
because the enemies don't exist until he reaches the certain percent of health
Right
So you spawn them from a blueprint
Pretty sure there's just a node that says "spawn actor" or "create actor"
yep but even then it's not getting the reference
You're using the output pin from that node to create a reference variable or array?
array
the reference is a get all actor
from class*
Why would you need to do that?
Put the return value into an array
ik that
And as the minions die, remove that element from the array using a reference to the killed minion
Array count >0, boss is immune
i see
Make this a check when you try to deal damage to the boss
let me put it into play
Hello guys, quick question: how I am suppose to push my project which was built from the github source build? even using LFS its trying to commit 5gb, i believe its committing the entire engine as well right? I might be doing something wrong here.
error: RPC failed; curl 55 Send failure: Connection was aborted
fatal: the remote end hung up unexpectedly
Writing objects: 100% (2993/2993), 5.09 GiB | 2.77 MiB/s, done.```
Would really appreciate some help on this!
also i have the gitignore properly set
Are there any graphical improvements between the first version(4.0) and the last version(4.26) of ue4?
@plush yew literally thousands of improvements and perf upgrades
You can also simply download the first version via the launcher and fire it up and compare. 🙂
@dusk nebula, so something like this?
Well, you are might be right. I just wondered that are we using the same engine since 2015
I know that, but thanks
4.0 is from 2014 😛
same engine from about 1998 not sure what you mean unless you think engines are complete rewrites overall its a much different engine from release but still unreal
It's in the documentation
Release notes for Unreal Engine builds.
jeje
for more detailed notes you can look at git there are thousands of changes every update
Yeah, but picking out the GPU specific updates gonna be fun I tell ya.
Thank you guys
only like 200k+ changes to look at easy 😄
You don't actually need to make the "total cubes" variable. There's a node that converts the number of array elements into an integer. But other than that, yeah, that's the concept. Don't forget to check if the boss should be immune every time a cube dies
does gpu lightmass work with android?
The editor is not on android, so no.
we deserve our forum back
ummm I mean can I package the lightmass baked on gpu to android?
Hey guys! 😄 I want to create renders of assets with transparency in an Unreal project and they are supposed to have an Alpha background by using a Custom Depth Pass (so, a cutout render). However, everything that has transparency and doesn't overlap with the rest of the asset is cut off in the process. How do I render something with transparency with a custom depth pass in a way that it doesn't disappear/get cut off? Alternatively does anybody know if there is a renderer that can work with C++ shaders (so I could take a shader from Unreal and use it in that renderer)?
By renders you mean a static picture?
Not sure i get what you want but what about a large green screen in the back and using photoshop to mask whatever you want?
Can anyone give me advice on where to learn cpp for unreal engine
After I learn raw cpp
Like any in depth tutorial series for coding in unreal
how to make camera noise?
Yeah, by renders I mean static pictures! 😄
Thank you for the suggestion - that is pretty much what I've been doing so far. However, that is a really tedious process if there is a lot of pictures to be rendered (especially if I want to create turntables) and I always have to stop any movement in all animated shaders before I can start rendering. Any way that would include transparency in cutout renders would be really awesome to know!
any clues for this issue?
Hey there, is anyone familiar with the Infinity Blade Particle effects?
Infinity gauntlet
Is there any specific question about it?
Yeah @drowsy snow I am using one of the particle effects to generate some smoke. And I currently have white smoke but I am trying to get grey. When I change the color to grey it just starts to disappear making me think its an alpha or something. I was just wondering how someone would go about fixing that
skipping when I click play, how can I fix this ?
@vocal sorrel which particle we talking about?
P_BoilerSmoke @fierce tulip
you'll need to change both the initial color, and the scale color / life
Okay yeah I tried that but it just kept disappearing when I made the color go from white -> grey. Ill give it another go though and let you know. Thanks!
So this is the Color Scale Over Life and as I move the two sliders from white -> grey the smoke just disappears. No matter what my initial color is
can you show the material thats being used?
though yea, depending on changes, you might wanna take a look at both modules their alpha color as well
Is this what youre looking for?
double click on the material in the parent
Here it is
yea everything is fine there, so its related to your color modules in the particle editor
Yeah, I thought so. That's the part I'm not familiar with. Is it some setting that is making it disappear when I make it grey that I just need to uncheck?
nah, should kinda work out of the box, if all else fails, try to delete either color module see if the problem was in that one.
Okay Ill try that out. Thanks!
Did you take a look at the particle @fierce tulip ? I was wondering if you could just show me what you changed to get a grey result. Nothing I do works
i just changed the initial color and color scale one.
can i ask a question here
And it became dark grey? Wow okay ill try again haha
of course
Ok here goes
How is someone supposed to make a vector field vector without the use of a third party program
Normally id spend more time, or invite you in a hangout but really busy atm.
Freebie: Vector Field Generator script for use with #UE4's particle systems: https://t.co/K7ZdMJVG9l Have fun with it! :-) #VFX #gameart https://t.co/NldIxcfDYT
182
478
no i have that im just wondering why i need to use a generator
No worries, @fierce tulip I appreciate the help. I changed the initial color and I get a dark grey result however there is a lot less particle compared to when it was white
Are marcos still useful?
I'm watching a tutorial and they mentioned unreal macros but looking it up is a bit dated
have a weird question
@drowsy snow you can answer too if you know what might be best
I'm currently in VC, but go ahead
so if i wanted the game to feel proper and fluent and snappy in a sense with how functions and systems on the actor works movement combat etc, should i buuild the world first than tailor their actor actions to said world or vise versa :3
also sorry sorry i didnt know x-x
the mechanics and systes would be the same per say walk running climbing zip lining etc
I'm talking at Unreal Hangout VC so yeah, got a bit distraction going on xD
nuu its ok handle your business~
It should be the mechanics first, then the levels.
i see x-x
Feel free to join into the VC tho, there's also Victor from Inside Unreal himself on the chat
Also in this regard, it's more beneficial to get the mechanics working first, so that you can design levels that supplement the mechanics.
owo what's this?
So it's for the Windows Xbox thing?
Is anyone familiar with using HDRI backdrop in UE4?
I'm having trouble with the HDRI that I have imported, they don't read as cubemap thus cannot be used by UE as backdrop
anyone know specifically what kind of cubemap UE should use?
Is your cubemap image a .HDR file?
No it's an EXR
You'd have to change it into .HDR file first.
It takes equirectangular maps right? or does it have to be some kind of cubemap
It should be equirectangular.
I'm not sure if I should ask this in #cpp or #blueprint, the base project seems to be in Bluepritns so I guess the latter, but this is more of a "Is this possible" question:
I'm using an RTX feature as a game mechanic, and I need to detect when light is hitting a game object (like a sensor) and know what wavelenght (or just color) it is ?
Like, think Raycasting a flat surface and getting whatever color is being diffused on it
(I jsut had an idea, maybe I can like, create a camera that looks at a very small part of it and from that know the color?)
Short answer: No, it's not.
I'm a proposer of RTX being an optional feature, but bias aside, realtime raytracing doesn't give the information elsewhere, even to game thread.
I'm planning/making a puzzle game based on an RTX feature, if it's not active there's no game 
Also, Informative, thanks.
Last time Resident Evil 7 did shadow puzzle, it doesn't actually care about the shadows, it just match the current object rotation with predetermined rotation vector.
I see what you mean, but think Portal Lasers, you can place them in a multitude of fashions and it still works
(I mean it's much simpler but you get the point)
Although..
You're giving me a "bypass the problem and do this" idea
It would just look a lot nicer with RTX 😅
DFAO?
So im new to this engine but is the flatscreen stuff the same for VR
if that makes any sense
I'd also make sure the distance fields look good/accuate, it really shouildn't be doing anything like that
@azure topaz I think you should rely on online sources more, they often based on newer versions so not going to stuck on outdated references (unless you know what you're doing)
if the book is 2018 will it be better ,or its have to be book for 2020-21?
It doesn't really matter much in the grand scheme of things, but some stuff in the editor have changed over the years, and you should Google yourself to fill in the outdated steps.
or use the same engine version as used in the book
Can anyone help me setup the Environment project. I believe it used to me called the Water Project. Their dedicated discord isnt very active
Wth is
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
Consider asking it on the Discord server.
yeah I did yesterday. No answer yet