#ue4-general
1 messages Β· Page 1043 of 1
Thanks
surely i can set up the debugger to open up the editor, right?
When i import a big mesh (it's a map) there is a few bug ... No ground etc ... Do u know why?
Oof. I'm against the idea of having big mesh as an entire map.
@plush yew alright, it works now
ty guys so much
unreal is much different than all other engines i've been using
How can i do then?
Assemble the level in Unreal, using modular pieces and landscapes.
Unless you hate your players to be.
last question: so instead of booting up unreal engine, i should open up my IDE and start from there, right?
is there any actual reason i should not just keep the engine open or is it just standard practice
Does Unreal Engine have native blueprint support for finding X-Y blobs?
like this
or something similar
It's a moba map i want to import it in my project and not assemble the level there is a issue to this ?
hi
Are you saying that you're taking map from other game?
Would it work if he created a height map and used it as a base with the landscaping tool?
Really?
Yes why ?
Wooh, my stupid idea can work XD.
Maybe it's because i didn't wait for the loading shaders π idk i'll try again
He will have to redo the materials in Unreal anyways.
As for no collision, maybe the mesh has none and will require you to put one in.
Do you have a link for tutorial about creating moba games ?
Better to use blocking volumes tbh if you are gonna use a single mesh.
^
Learn how to make a simple 1v1 multiplayer fighter then EXPAND.
Best help I can give ya: make up a list of the stuff you think you need and then learn those, also show the list to others such as here so we/others can tell you if you are missing any topic.
A map can honestly wait for a long while until you get the actual gameplay sorted.
Also don't rip other game's map π
steals your sonic OC
It is mine now.
Lmao it's a game for me and my friends
Thanks m8
MOBA is a bit huge taking for friends only
I was (and arguably still is) a Doom modder since a decade ago when I was less competent.
Yes, classic Doom.
Yea ik xd
Which is better in your opinion: Blueprint or c ++?
Besides, if you want to (re)built a MOBA, Paragon assets are freely available on the marketplace.
Both.
How can you use both?
it reminded me of wolfienstien 3d
Paragon was Epic's attempt at doing MOBA, but with super high-end graphics.
It ended up failed, and Fortnite is just adding insult to the injury.
Though at least the assets didn't go to waste.
Yea i saw that yesterday but i don't really like the future stuff i prefer fantasy like LoL or Dota
guys, so I have the engine and project installed on D drive. Then why the hell my C drive keeps getting full from unreal ? How can I keep everything on D drive
Not really. Wolf3D and Doom engine is a different beast.
John Carmack wasn't aware of BSP until Doom started development.
how? I selected everything in C and moved it on D
and then it created another one on C lol
the whole Unreal Engine folder
that got created in C drive
Symlinks, not just hard moving.
never used that
This folder
so u say I can use symlink to move that folder to D drive and keep it there ?
Why can't I choose Scene capture component 2d as a parent class for my custom component?
probably not BlueprintType or whatever it needs to be, so it's just plain disallowed
Hi people I would like to know why when I import a map that I have downloaded (combine mesh) there are trees, walls etc which are below the map the exact opposite?
Flipped normals.
But forgot about that map. Just assemble one with Paragon assets (or maybe Infinity Blade ones)
Assembling one is less PITA than downloading one ripped from other game but don't know what you're doing.
UATHelper: Packaging (Windows (64-bit)): LogPhysics: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
UATHelper: Packaging (Windows (64-bit)): LogPhysics: Error: FBodyInstance::GetComplexPhysicalMaterials : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
UATHelper: Packaging (Windows (64-bit)): LogPhysics: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetComplexPhysicalMaterials : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
any idea what this is? this only happens when i try to package it
i am not using GEngine in any of my constructors of my c++ classes nor any blueprints with it
yes
ok so that is the problem the
Hey guys im new to this server I'm currently imported a car from blender into unreal and I'd like to know how to change physics in terms of speed accelerate and steering handling of the car
that is a very big question
akin to .. i have this model , please do all the work for me
one more question is there a better audio format i can use? cause the .wav files are HUGE
at the moment i have 4 wav files for videos and that is 90% of the size of my project
thank you
I really hope you guys can help me. I have been trying to compile the UE4 Oculus build all day. I have yet to succeed.
But i keep getting this
1>------ Rebuild All started: Project: DotNETUtilities, Configuration: Development Any CPU ------
1> DotNETUtilities -> D:_Projekter_VR\OQUE4\UnrealEngine-4.26\Engine\Binaries\DotNET\DotNETUtilities.dll
2>------ Rebuild All started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
2> UnrealBuildTool -> D:_Projekter_VR\OQUE4\UnrealEngine-4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe
3>------ Rebuild All started: Project: UE4, Configuration: Development_Editor x64 ------
3>Object reference not set to an instance of an object.
========== Rebuild All: 2 succeeded, 1 failed, 0 skipped ==========
I'm not used to doing things like this in VS and i have followed the guide from the oculus github all the way through
what specifically are you trying to do from their github @wispy rock
I'm trying to build the UE4 editor with the oculus quest plugin added by oculus.
https://github.com/Oculus-VR/UnrealEngine
I need the hand tracking feature, and after a lot of research this is the only way I could get it.
Where it's saying Object reference not set to an instance of an object... Can you see what object it is talking about?
Nope
have you added HeadMountedDisplay in your build.cs file?
Where is it located ?
if you look in your solution explorer in visual studio / rider or use file explorer go through Source/"ProjectName"/"ProjectName".Build.cs
once you have opened that file look for PublicDependencyModuleNames and make sure it had "HeadMountedDisplay" somewhere the like this PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
are you going from a project you have made or the engine??
thats fine
why are you modifying the engine if you are trying to use oculus hand tracking
you should be doing that in a project you have made
Since from what i have read, this is the only way of getting the plugin option OculusVR so i can enable hand tracking support
Or have i misunderstood something?
im not too familiar with oculus hand tracking so ill have a quick look around
Thank you
Okay i'll try. Thanks
Hello! I'm hack vr dev. This should be a plugin you would enable like any other in project settings. Install the files in plugin folder and enable. If im not mistaken
@wispy rock try having a look at this video. I've just ran through it at it seems like everything should work. He does move a bit quick so you might need to pause a bit. https://www.youtube.com/watch?v=sSdpPtlEk20
A quick start guide to get you started using hand tracking in unreal engine 4.26.
00:00 Intro
00:09 What you need
01:40 Get your project ready
04:22 Implement hand tracking
12:24 End
My plugins
Hand Tracking Plugin: https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-plugin
VR Inventory Plugin: https://www.unrealengine.com/mar...
That's the exact video i have watched. But i do not have the OculusVR Plugin and i have found no way of getting it.
if you click on Settings at the top and then click on Plugins scroll down until you find OculusVR or search for it using the search bar. Make sure to tick enabled and restart the engine.
hmmm thats really strange
My thoughts exactly.
They are two different plugins one is for the headset and controllers the other is for hand tracking?
no the oculus hands are part of the Oculus VR plugin
this function sometimes works and not. i plugged in my Oculus and Oculus link. What it depend on?
You must start the engine with the headset connected and on and oculus open
ok thanks i'll try)
anyone here ever use after effects mocha pro tracking data, or 3d camera tracker to import camera data into unreal. I've seen a youtube video saying using , AE to MAYA FBX, AE to Blender and none of it seems to work. Only some keyframe data makes it into unreal and its not accurate. Still have not been able to find a viable solution yet others seem to have no issues.
I have not but I know the YouTube VFX guys did it for a dnd setup, they are skilled professionals with a LOT of resources and was very difficult for them.
why when i import this map the component is behind the map ?
here is my map
behind
Not sure exactly what you mean.
why the tree are not on the map ?
why they are behind the map xd
like that
this is below the map
Okay. Is the map a single mesh actor or a landscape? It looks like they are upside down. Are they made with foliage or individual actors?
I.e. if you click one does it select them all or just 1 or the whole map?
Is the map a static mesh?
yes ig
Hmm well static meshes are what they are you can't change anything on them in unreal that I know of have you tried re importing it? Re importing with a rotation? Viewing the original mesh to see if it looks correct?
I have figured it out.
You need to have the oculus software installed to get the plugin options for the headset.
Oh...
Well importing from blender to unreal can be a bit of a pain.
In blender, ensure that all the components are merged and re import.
Yay! I'm glad to hear it and good to know if I ever plan on using hand tracking!
(I probably won't haha)
so i had around 4k image textures with materials in the scene and that is causing lag for me
is there a way to optimize them
they're all around 512x512 res
are you using fbx?
I usually import as an object file
ive been using fbx and its better
I'll have to give that a shot!
Unfortunately I don't know much about optimization. Something about LOD's haha
same
my issue is not about lod but its about the absurd amount of image textures i have to use
It will be my next big learning phase I'm sure. Especially if I ever want to put anything on quest2.
Ah, yeah wish I could be more of a help!
so yeah i've been suffering with a problem of having too many duplicated image textures and materials
i can't go around merging them together because it will take me days to do that and even if i did it manually, i'd have at some point combined the wrong materials
so idk what to do
i've been doing that
but the thing is still laggy af
no sorry i don't
what does it do exactly
i don't really need that
i just want really basic, simple duplicate textures to be merged
no i wasn't
well because i deleted all the textures
and then i realised that there's no undo for it
the meshes aren't a problem, nanite is taking care of that with ease
i don't think i've even reached 1 million triangles till now
so yeah
problem is when it has to stream so many duplicate textures on separate objects
i had removed duplicate textures earlier on one segment of the project and it took me around 4 days just to do that
4 days of manual labor
you get the point
there's no point in undoing
its incredibly time consuming to merge materials by hand
it was still laggy without nanite so i turned it on
and by "still laggy" i mean 5 fps
Wow. Is it a very big project?
no
if i had completed the project
all the meshes would be under 5 million tris at max
its the image textures that is problem for me
Holy cow this is an active Discord. I posted something yesterday, and it has been buried under 1000 messages already. Sheesh.
No wonder no one replied.
A lot of questions in the unreal world haha
What was your post?
About the game The Ascent. Was just raving about the art team and use of UE.
The detail, clutter, assets, and modular work in that game is unreal...lol...get it.
Ah. I don't think I've seen it
Smash TV meets Diablo and Cyberpunk.
OK...so Lounge. Ahhh. I wasn't aware. Thanks. My powers of deduction failed me.
hello, im trying to put a model a friend of mine made on my character, a lasergun model to be exact, in the blueprint viewport, it appears but when i play it doesn't
guys, I need some help. I'm following a tutorial on how to make landscapes in unreal and I was instructed to go to project setting>search for planar reflections and enable global plane clip for better looking reflections for my water. But after unreal reset and everything compiled, I'm left with this. Almost all of my assets are missing
in top right you can see literally none of my assets are showing. None of my lights, materials, height maps, etc
well your not in a map in that picture, your making a new landscape
did you save the map you were working on before?
yes I have
Phew
and what did you call it or where is it at?
the engine doesnt auto open your last used map, it opens the default editor map
I got second hand anxiety from that question.
it was just called "creek" since I'm creating a creek landscape
@cyan marshhow did you put the lasergun model in the blueprint or on the character?
I put it in a folder called maps
well the map you have open right now is NewMap
i declared and defined the static mesh component in C++ and made a new blueprint based on it and assigned the mesh to the static mesh component
so in the blueprint in the editor for this class you can see the gun? but when you drag an instance of that blueprint into the world you cant see it?
yes
show the blueprint?
so when you drag that blueprint into the level that weapon is gone? or are you using the default pawn?
@grim ore omg yes! I found it!
no i changed it to this blueprint in the gamemode
thank you so much
if you go into the project settings -> maps and modes, you can set the editor default map to that map so it opens next time @twin folio
noted. Thank you!
@cyan marshso when it spawns in are you sure its using that game mode and that default pawn? whe you hit play you can see the loaded stuff in the top right world outliner. see what it shows. shift-f1 ejects the mouse so you can scroll the window if you need it.
it sounds like it might be using the default default pawn and not your custom one
oh lol
seems like i'll have to merge textures manually then
i can't find anything helpful
press ctrl + L
and move mouse
did you move mouse too
idk then
Is it "okay" to have lots of + and - lines doing some sort of redirect stuff in your DefaultEngine.ini file? Seems like it's doing unnecessary work.
why does my spring arm on my character get set to z -60 when i play the game?
even though i set it in the code to be 50
SpringArm->SetRelativeLocation(FVector(0, 0, 50));
with this line
What event is calling it?
Oh yeah I probably would
should i place all my instantiation and changing of variables in begin play?
or should i keep the instantiation in the constructor
and change variables in beginplay
i put it in BeginPlay and it still gets set to -60
how do i install a specific unreal engine version because it dosen't show me the specific version i want to install and when it does, the .uasset's are not compatible and they are shown empty... for example if i want ue4 version 4.8 i only have 4.8.3
okey srsly, the ue4 viewport driving me insain rn.
i want the bottom of my capsule be directly placed at a specific location.
anyone got some help to offer?
Any freelancers have in-depth knowledge of how Destructible Meshes work?
no bp or anything, i just want it in the viewport perfectly here
for literally 1h im trying to place my char, this viewport drives me insain
why doesn't it get past my gate
^ whats connected to the gate
if i put a print string after set is looking at door then it works everything after the gate doesn't work
Perhaps your casting is failing?
how
Put a string under failed and check
what are you trying to do, normally you dont use the project launcher
I am working on creating a blueprint for a door that use ui widget to enter a passcode to open the door when i place the widget into the level i get a warning. LogUObjectBase: Warning: Object is not registered LogUObjectArray: Warning: Other object in slot. I'm not sure what this means. Can anyone point me in a possible direction to understanding it
how can i reset the transform on my SpringArm on BeginPlay? it gets it's Z on location set to ~-60 and it's z on rotation set to ~-150
SpringArm->ResetRelativeTransform(); doesnt work
Who wants to take a stab at sorting this out - AI car that runs along a spline - this is one of 15 different meshes, out of 12 or so different wheel types - (I'll post the wheel settings if needed)
so i have a hover in my game but i dont want the character to have much downwards momentum so the player can do something like hover->stop hover->hover again, instead of crashing in the ground from too much momentum. is there a character movement setting for this?
whenever i try to create a new project, i get this error code:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimationUtils.cpp] [Line: 897] Couldn't load default compression settings asset with path '/Engine/Animation/DefaultAnimBoneCompressionSettings'
i haven't changed anything internally and idk how to fix it please help lol
I'm assigning a new skeleton to my skeletal mesh, but if I merge these bones, does that mess with the new skeleton?
no i dont think so
Okay awesome, I'll try it out
i know this is meant for UE4 stuff, but ive been looking and i cant find what i need. I am making my own game launcher and i want to be able to embed blog posts from my website in the app. how do i do that?
Hey yall! I'm not sure where to ask this, but does anyone know how to import IES files for lights? I created an IES using this tutorial (( https://www.youtube.com/watch?v=4ycr_IQ7AZM&ab_channel=LazyMorningGames )) but when I import my IES, I get an error that just says faied to import. The output log doesn't seem very helpful to me either. Anyone have any experience with IES lights?
This is a Tutorial for creating custom IES lights for UE4, Unity, or any 3D application to increase your lighting quality. We use an open source program called EasyIES which lets you easily create AAA quality lighting for your game or render.
Easy IES Download: https://github.com/nickmcdonald/ies-generator/releases
Github Page: https://github....
Why is my review camera showing up in my in my profiler when It shouldn't be active - how do I ensure it's not active? (I could use a placeholder but isn't there a way I can deactivate it on the actor BP and then reactivate it?
I've been struggling to understand UE4 packing system for a while now, and wanted to know if any of you guys had some good reference (like what the heck all the options do? Why use .pak vs why not? How to version your games? How to use Project Launcher? How to patch? Should I patch vs letting Steam diff everything when I upload it? etc)
So I'd like to learn as much as possible about how UE4 makes the final exe, and how my decisions impact that
wait, a character controler already has a camera?
Yes abrac
I have a terabyte on my d drive rn
Oh wait you mean just the folder but leave your current project where it is? That I donβt know, I moved my whole project over to be safe
:triangular_flag_on_post: abracadavra#5380 received strike 1. As a result, they were muted for 10 minutes.
cant see a help channel so I guess Ill ask here. when right clicking an object, the right click menu always goes above the screen, and cuts off at duplicate. anyway I can stop this or decrease the gui?
What's your GPU?
iris xe integrated
not that good I know
runs fine though, just goes off the screen
try downoading an IES pack from the epic store, there are free ones available - if you can get those to import (you'll have to probably export them out of a sample project, that way you can try importing them, if that makes sense) but if you can get them to import, then the problem is the way your IES is setup
hold ALT and press ENTER
on what?
NVIDIA driver defect is out of the question then
so should i still make my own spring arm and camera?
ALT+ENTER on your keyboard, just make sure that window is fullscreened
I've never seen that before
everything else works fine too btw
Shift+F11 for full screen
shut down the editor too
so if you make it only run on that monitor, it goes away right, like don't extend, just show the display only on one, and then you don't have that problem right?
im only using the laptop screen though?
you are just ruling the display problem out
so get it on a single monitor and see if the editor has the same problem
tried it on another file
works fine there
just doesnt work on that file ???
eh dw haha
hmm, seems when I export an IES from Unreal, it exports as an HDR file. I can open it in photoshop and I get this.
Maybe all those files are are just single pixel long images? lol I don't know much about IES files haha
I'll see if I can make something in photoshop and see what happens
speaking of visible, my camera isn't visible in the playerstart
should i not use player start?
and just put the object in the scene?
this is what i mean
and for some reason, when i actually play the project, the spring arm is stuck in the ground despite me "initializing" it in C++:
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>("Spring Arm");
CameraComponent = CreateDefaultSubobject<UCameraComponent>("Camera");
SpringArmComponent->bUsePawnControlRotation = true;
SpringArmComponent->TargetArmLength = 0.f;
SpringArmComponent->TargetOffset = FVector(0.f, 0.f, 50.f);
CameraComponent->SetupAttachment(SpringArmComponent);```
it's not 3rd person
isn't it automatically created as a child of root?
wtf.
wdym why
i don't need it?
i watched a tutorial and the guy used a spring arm
thought it was somehow needed
if I am using SIMULATE will my render target always be visible - I checked in my graphics
and I'm using 9 ms for something that I don't need at the moment (but will need later on)
ok so
i think the spring arm was doing something bad
since now it works well
with only a camera
now that i look back on it, ive used a spring arm in other engines (such as Godot) for 3rd person movement, should've recalled this
thank you for your help!
also found a solution to this problem. set my screen scale to 250% instead of 300%
in windows settings
https://i.imgur.com/mYZU3j8.png So I am at a complete loss. The weapon is now clipping through the arm in Unreal when I imported it in. It's not doing this at all in blender, it's behavign completely normally, including in all the animations. I dont even know what happened to cause this
Weapon is parented to a bone already ofc
Anyone know how I can change this so the projectile shoots towards the middle of the screen in 3rd person view
Hey guys, I have a question.. Can you cast to a blueprint FROM the level blueprint?
anyone know any good tutorials for makeing gameplay modules that can be taking between any project (or knows how to)?
You might want to look for creating plugins.
whats the main difference between modules and plugins?
Basically the same, except plugins aren't strictly tied to the project, build wise.
awesome ill give them a look. Thanks!
How depth effect in sequencer works in particle system?
sorry to reply to myself but this will be for anyone else who gets the same thing--fixed it by just going back to a backup. Apparently when I cleaned up the extra animations and got rid of them I must have hit some random setting and caused this issue, but the only way out was just a backup. Lessons: Make multiple backups for the love of god
how do i make something like launch character work on the server?
Solution of the problem : https://answers.unrealengine.com/questions/101875/camera-dop-not-affecting-particles.html
I would say there's no recommendation one way or the other. It all depends on how you want to organize your project
For sequencer settings, does not using compression make the movie render in less time? I'm okay with the space, I just have a lot of small (5 seconds) clips to do, and the output will be compressed when I render in Premiere
The answer - yes, but holy fuck we went from 15.4 mb to 1.1 gb for the exact same file lol
This isn't working though -
see how it catches this beginning crap that I don't want/need?
AVI is not a good video encoding tbh
You warned me before, I know
but some of these I can't use OBS or Microsoft because of the frame rate
the only way to get a smooth frame rate is to render it like a typical render
You could use image sequence output for it, and stitch them together in Blender or FFmpeg.
awwww I don't wannnnna
still, even if I do stitch it, how can I get the right range to play?
It's odd that the value seem to be a float, when it was supposed to be the frame number
Hey man, hope all is well. Your not going to like this, but you want to play with the warm up frame count, try setting that to .5 or 1 and see if that fixes the beginning. this will significantly increase render time. If I were you I would render to images, because that is much faster then avi (yes stitching is a pain, I personally pay $30 per month for adobe CC (they do subscription promos all the itme) and do it very quickly in premiere pro)
oh brain, warm up frame will only load the scene and wait before the first few frames are captures, just set it to 1, 3, or 5 and that should have everything loaded up before the shot begins
How do I get it to use the range from my sequencer itself?
I've got premiere so that's not an issue - I guess it's all the same if that's where it ends up
I've not tried stiching images in premiere but I'm assuming it's intuitive enough or haven't a video the main thing is I can treat it as a single clip
the problem is, even if I DO stitch it to images, I can't get it to extend the range
when its all images, you just click the first images (when importing with PR) and it will auto check "image sequence" and put the whole thing in. it will auto think your footage is 25 fps, so you can use this setting to make all incoming footage be 60 fps, and it will make life a bit easier
#cinematics message
what do you mean use the range of you sequencer? it looks like its starting from 3 and ending on 9 like you want right?
I still can't get the range right though
it's all a 6 second length
Even the stiched images are
so your saying the custom start frame settings arent working when you hit render?
i have encountered an issue with the viewport. my whole entire camera is flipped and when i right click to move the camera up it moves it down
yes
anyone know why this is happening
select an object, press F to focus, hold alt and try and snap the camera back into place. or else just restart
are you using MRQ anywhere?
uhhh
@distant totem didnt work. its like my controls are reversed
waitttttt
i just got it
it worked
@distant totem thankyou
very much
did that ever happen to you?
no prob! yeah all the time haha
I am dumb, disregard please
why does that happen
today we learned that the difference between 3.9 and 9.9 is 6
I try importing the images by selecting the ones I want - is there an image sequence option?
how does one remove the relocators or whatever that causes this?
i deleted a set of files and now this persists
i deleted it via the folder content area in C:drive
you have to go to the actor and find where it references that thing that failed to load and changei t
the files dont exist tho xD
the third person one does but i removed all of the blueprints and interfaces
click on I_GetBodyMesh
nuffin happens
and it comes up as <none> <- when mouse hovered on
i deleted it in the folder not through the engine
so i think referencers or what its called are calling to what doesnt exist maybe?
im sorry for the late replies
i sincerely didnt expect you to stick it out and help me xD
sorry sorry
Its discord, someone will get to it possibly
yeah x-x
I'm not setting around waiting for your to reply, btw, you should actually REPLY to someone's name and then they will get notified when you get back
ah yes yes
hey all question
cant find the "add impulse to sphere" node not sure what im missing or where it is
Error fixed by the way i simply needed to swamp levels back and forth
what are you trying to setup?
pull out the node from Return Node of that spawn projectile - promote it to a variable, just to make it easier to see things, then try getting it's mesh or whatever component you have on it you want to add impulse too
try Blakestr's method first he's more knowledgeable about unreal than i am :3
thanks! will give it a go
my method would be similiar but to cast to (insert what you want) from the projectile node or the one you want to attach it to, apply target via return node that comes with cast than attach it to your impulse thingie~
Do you have ideas about how does TexCoord tile texturesοΌ
I googled , and the answer is not exact. But I guess it might depends on Homogeneous Coordinates.
Are the functions I can use for translating 3d world space to camera space? I want to do a check to get the closest rendered ai to my crosshair
Deproject screen to world is what you are looking for
thank you very much
UVW has three channels , the 3rd is W , which stands for the Z axis in Homogeneous Coordinates. When I set TexCoord's tiling value high , that means the same location in traditional coordinates , but a higher value in Homogeneous Coordinates , thus more area is available , the texture repeats
I've been struggling to find a solution or get an answer to this issue with Pixel Streaming. Can anyone assist or knows the solution? https://forums.unrealengine.com/t/pixel-streaming-user-sign-off-issue/243467
Hello, Iβm using Pixel Streaming and Im trying to create a button that will disconnect a user (client) when they are ready to leave. But if I use a simple βQuitβ function in blueprints, this causes the entire session to shut down. I do not want this. How can I create a button that will only cause the user to disconnect, and the application r...
so i rebuilt a plugin and now the entier editor no longer starts what did the unreal build tool do that completly broke everything
Source control.
this is what i get when i launch UE now
can i repair a source build of ue or do i have to recompile all over again
it looks like coming from binaries you have to delete "Binaries , Intermediate , saved and libraries" and try to build again
I had such error: "installed build tools revision 31.0 is corrupted. remove and install again using the sdk manager" I reinstalled the 30.0.0 version and it works in android studio but in UE4 not what i need to do with rungradle.bat file?
can someone pls explain me the usecase of the source code of unreal engine instead of just using epic games launcher
hey guys, any material experts here ? π
two questions, 1. what kind of texture is this and where/how would i use it. 2. my ocean water is clipping/disappearing at the bottom of my screen, any fix?
Why so many errors??)))
is there some material function for texture atlasing to only use a single tile for tiling in a texture?
so for example i can change in material to jump from wood to brick
yes, i can not find it out for about 2 days((
what the settings in particular?
i've already done it
but it doesnt work
Is there a way to change settings of "default" collision preset?
need to change it to different object type due
nvm, I guess I will change it to another preset via property matrix on all meshes in project
My SceneCapture2d turns all foliage into billboards even up close. Anyway to fix that?
Hey everyone!
I faced a weird issue, sometimes (by random) the packaged game process is stuck after exiting the game (e.g. the game's process is still visible in the Task Manager)
I traced this to the FQueuedThreadPoolBase::Destroy where it just waits for some threads to be completed
But I have no idea which thread is stuck.
Though I suspect Wwise to be the killer cause.
Any advice on how to debug or fix this?
The hard part is - it's often happens on a shipping build while no way to repeat it on purpose in a Dev environment
Hey guys, currently working on a university project and having some really confusing packaging errors, if anyone is free to take a look I'd really appreciate it
A) #packaging
B) Just ask the questions. Asking to ask the questions is a waste of time π
Why Orthographic view always chooses lowest possible LOD?
why wouldn't it?
LOD is based on distance, and in Orthographic view... distance to camera is not relevant
how can i change pivot point of an image in ui?
that with pivot set to 0.5 and anchor to center
i imagined that the center of image would be in the center of anchor point
well... Trying to avoid this, but thank you π
Hey I was just wondering - is there a way to make the landscape not look like it's wet in the distance?
I'm confused as to why it does
Likely your speculars.
But it only happens in the distance
with every material I use
Thank you π
hey all question
I was digging around the default project trying to get a grasp on blueprints and found out you can't see definitions for the functions used for i.e. movement, think that's pretty sad
making a basic drone turret AI, everything is working properly but i want it to feel a bit "snappier" and track the player more quickly, any idea on how i can do that?
theres about a half second delay of the turret fixing its aim on you when you move
well more like a second
Fixed the issue by changing the materials min roughness to 1
Don't know why it worked - but it did.
Is there any way to customize the format of logging via [Core.Log]?
Other languages/loggers allow you to fully customize the layout.
normally a log output from a webserver will have a fixed left side so you can easily scan down versus the helter skelter output from UE4
hey guys does anyone followed this tutorial ? https://www.youtube.com/watch?v=9jcf5pQFicA&list=PL4wXBehVu_5-SlRrhdvpd7RlczgJkfftG&index=1
Welcome! This is the beginning of a tutorial series utilizing free assets to create a third person shooter in Unreal Engine 4. This first video will outline the project and set expectations.
Like me on facebook: https://www.facebook.com/evileyegaming/
i regret spending this much to compile fix recompile unreal engine
runs like shit
even on 8 gigs and a 1650
I mean, 8Gb of memory isn't much, and a graphics card isn't going to affect your compile times
no i mean it takes like 20 minutes to open and it takes a good few seconds just to click on something
compile times are regular
I am using a Skylight and Directional light and the problem is, Caves and everything are wayyyy to bright, is there a way to make the Skylight make my Caves dark?
Auto Exposure is off in the Project
Hey guys,I opened default map on 3rd person project. But now I can't see my character which I could see in the default map. I could see the character like normal when I click play but it just dissapears when I click esc(escape) to edit.
hello, how can i make shooter turn in place system? when my offset reaches its maximum value, i want to turn.
this Turn in place for my shooter ai character
I meant I could see my character in the third person example but not in the default map.
Maybe the level has a playerstart instead of having a mesh/BP it is posessing
eek, not sure where to put this, but I'm having trouble with some plugins and I renamed the folder my Engine is in (4.26) so that I could "back it up" before re-installing, but now I can't Repair or Uninstall it from the Launcher even with the folder re-named or deleted π¦ Any tips?
@tardy wingwhat doesn't work?
are they hidden? unloaded due to world partition?
yeah.. what's your level of expertise with UE? did you simply hide a folder?
look in the world outliner
hide unhide looks like an eye
and how do you load these objects? are they loaded by something? or simply added manually in the scene?
If you have problems with Nvidia and D3D devices removed and If you are using a desktop, Please give DDU a go to remove your graphics drivers and then reinstall them:
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html
Here you can DownloadΒ Display Driver Uninstaller, this Display Driver Uninstaller is a driver removal utility that can help you completely uninstall AMD/NVIDIA graphics card drivers and packages from your system, with...
Um all works in ue4
but in ue5 all is invisible...
and u dind't think of mentioning that
wasnt talking to you, just d3d errors in general.
ok
what else can u tell us about your hidden stuff
the more you can narrow down your example, the more chances to get an answer
your issue seems quite general
oh, you mean that's the default scene UE creates for you?
which preset did you use?
Starter content...
3rd person??...
and btw, what happens if you press Play?
try to be more specific pls
invisible map...
1th person
ok
and starter content...
did you try creating a new map, and bring in something?
one simple map, created from scratch, with nothing else, just a cube
try making a new map, with nothing but a cube
hmmm.. so u're in perspective view, Lit mode?.. and under Show... static meshes, all's selected
hey guys! Anyone know what happened to the automotive scenes on the market place? Says here unavailable
but these should not matter anyway, cuz when you press play they show up
maybe it's a display issue, with your graphics card?
when did you install UE5?
I would unistall, make sure I have the latest drivers, and reinstall...
unless you just installed it
in which case... O o
do you get any warnings or errors in the Output log?
Guys what do you think is easier Unity c# or unreal blueprints
I have a new packaged build that ran fine for 30 minutes but then would crash my entire computer after a few seconds of running it - when I ruled out driver/ hardware issues, I found that it was in a read-only folder - but that was only the main folder, not the files between - I had a 168 mb log file - when I deleted that, it ran fine - **how do I fix this so the logs aren't ridulous in size but can still provide information - is it a matter of finding every yellow warning thing and silencing the things I know are safe? **
Probably blueprints - it's logic without much in the way of syntax
So if I am using blueprints with unreal vs c# and unity what engine is easier to make games with?
I've only used Unreal but many find you can make a game for unity quickly
my advice would be to pick up a class on udemy for BOTH (the classes cost like 15 bucks) and do a few lessons and see which one you like
I have worked with Unity and taken a one week course on it. I find it hard just knowing why something just doesnt work. Is there like an on start or on update in blueprints?
ah, yes it is easy to find out what is happening in a blueprint real-time
once you know how to do it, which is like a 10 minute youtube video
the difficulty is when you have elaborate systems you have built (or someone else has) and so you can't just immediately find what is the problem, you have to go looking for it - but for most things it's more or less simple to determine where the problem is - most of my issues are more, " How do I do this thing?" - meaning, it's harder to learn to build than it is to learn to debug, because as you learn how things are built, that explains the process for debugging
So like in Unity right now I am stuck. I was making a shooting game kind of. I want a bullet to come out of the front of the gun and I was trying to lerp it from there to the Vector3 that my raycast hit. Now for the T value I was trying to use time. Then I did elapsed time / duration. Then someone told me that just does it for one bullet that is instantiated
Now I am just so confused.
What kind of class are you taking?
I already finished the class
Now I am just learning on my own and I am trying to find out if I want to switch to unreal or not
C# is the only programming anguage I know
and I dont know much
Just Unity C#
The reason I am so partial to Udemy is the way they display their courses - Let's say you have a lesson called "Making our first projectile" - udemy will have that video that you watch but also in the same place you watch the video, you will find a "frequently asked questions" or you can post your own - 99/100, someone has had the same problem you are having
and I know some python javascript and that stuff but that doesnt help me here.
I would honestly take something on udemy - if you try to learn on your own FIRST, you are going to have a hard time - you will eventually have to continue to learn things but trust me
I have found videos like that as well. I like to learn by doing. If I dont know something I look it up or ask for help but its just confusing.
I took a course already...
Again, I can't answer the course you took but where was it from?
IDtech
Is it worth it for me to switch to unreal or should I keep trying unity
Unreal is built on a more robust and industry standard language C++
it's a 15 billion dollar game engine
so, yeah, I think it's worth it, but obviously I'm partial, it's what I use and what I'm comfortable with
DO you think UNreal with blueprints would be easier or harder to make a little target shooting game
because thats the game I want to do with Unity
Ok thank you very much @light thunder and you too @plush yew thank yall for ur time
why doesn't this point to the center of the screen?
FVector EndPoint = UKismetMathLibrary::GetForwardVector(CameraComponent->GetComponentRotation()) * 1000 + CameraComponent->GetComponentLocation();```
it's under the center a bit
first how do you know that is the center?
i made a widget and drew it to the viewport
that's not a screenshot of the entire screen
so that "center" is centered properly in the viewport? what if its not and your line trace is fine?
well, so the next question then is where is your starting point? it doesnt look like its centered?
starting point for the raycast is the actor's location
the line in the image starts from the gun's tip
which means it might not be straight forward but at an angle?
if its not a straight forward on the axis then your "end" wont be centered until 1000 units out
question, trying to spawn projectiles from a weapon, but its not spawning, i believe i did this right so not sure what im missing
any idea what im missing?
so which part doesnt spawn? the projectile or the niagra system?
projectile
is the projectile spawn variable set properly?
Hi, im having a big issue with creating a landscape layer that "removes" spawned meshes ... any ideas what to do?
@grim ore i believe so, i just set it up as a scene
used the same method for drone NPCs and it works for them
well one is called Projectile Spawn and the other is Projectile Spawn location?
are you using the scene component?
gotcha. so then see if its being spawned somewhere else or something is happening. get it to spawn, then eject out and look in the world outliner fory our spawned item
see if they exists at all, you might be able to find it somewhere else. also check the output log, have it open when spawning, to see if it says something maybe its being destroyed
you said the effect spawns in so you know the code is being called
Does the Remote Control API work with Mobile being the server?
taking a look now, not seeing it spawn when i eject, will try the output log
If the components of a project have been outlined, from an artist and developer perspective what order are things usually worked on (within Unreal)?
Should I first focus on modeling and textures, gameplay functions, the world map/landscape, UI?
From my noob perspective I want to start making the landscape first, but I feel like that will open me up to too many problems down the line (such as LOD, optimization, and cell loading).
I'd love a rundown if someone has the time.
Is there a way to shut off visibility of a static mesh but still have it visible in reflection without baking lights?
Kinda like in maya where you can shut off the primary visibility of an object but still have it showing in the reflections
Are HISMs fixed in 4.27/5, or they're still crashing as in 4.26?
Make everything for a playtest as soon as possible. So, main gameplay functions for core loop, and UI without graphics
hello folks.
how are you all?
---------------------------
Error
---------------------------
NotATerrestrial3 could not be compiled. Try rebuilding from source manually.
---------------------------
OK
---------------------------
since im not too knowledgeable on this topic, I would appreciate some guidance from someone who is π
thank you.
so is this a project and you added the plugin, or how did this happen?
did you follow the instructions for installation?
so I just tested and had no issue, did you put them in the project plugins folder or the engine plugins folder?
you can see i put the VRExpansionPlugin folder with the 3 sub folders into my Project/Plugins folder. BP only project and they show up
I put them into a project plugins folder that I created
I downloaded this file and am using UE 4.27
its not compatible with .27
Im assuming you downloaded the 4.26 binaries?
the binaries you downloaded are built for that version
if you dont have built binaries to download for .27, you need to build it which is what it is saying
So I should use Unreal Engine .26
if you want to use the pre built binaries, yes
Hello! I have static mesh that becomes invisible at certain distance from camera, if I move farther or closer it appears again. LOD is set to 0, so it shouldn't make a problem. Any ideas why?
Is there any way I can merge actors and replace the ones I merged with the merged actors?
Am i just blind, is the forum just kinda bugged or is it something else ?
I already read a few times "Here are my files" and similar, but i can't seem to find anything π€
Oh welp
Could someone refer me to a video that would help me create a particle effect similar to this? This is the exhaust trail coming out of a missile. I looked online and couldn't find anything related to this
never saw an update saying it was ever updated to support it π¦
Interesting
I want to use a model but it came with multiple textures, I'm very confused what to do. Is there a way to combine all of em? π
Quick, how do I get one of these π
Quick, you read the docs!
@obtuse sirenModels normally come with multiple textures, you dont combine them you make a material that uses them
Right so do I make a material then just drag all textures onto it? π
π I've been scrolling them but they don't provide me with the one I want. I think the closest is VectorParameter but when I convert it, it still doesn't do the cute green box π
that tiiiiiiiiiiiiiny picture looks like a (S)calar, I wonder if you can use a hotkey to make that (S)calar
@obtuse sirenyou can, you still need to hook it up
it wont be magic if that asset is not designed for UE4, you will have to figure out how it goes together
sigh.
yea their survey really missed an "DON'T FRICKING TOUCH ANYTHING" choice, (oh sorry your message was a while ago...)
so yeah
Im lost
this time with 4.26.2
which binary version did you download from the website?
Anyone here experienced with UI in UE4? Running into an issue and I really need some help.
the plugin he is trying to use doesnt need VS, it has a binary version that he is supposed to be trying to use
yep not the right place, it tells you that in the instructions
what do you mean?
Thanks bud π
Thank you for your guidance MathewW.
Hey guys! Can I get some help with level streaming? I want a master level where I load my other levels dynamically. I added the levels but now they're all in there obviously. How do I set them to be available but not yet in so I can load them with blueprints?
Do I just set them to invisible?
right click them in the level browser and change the streaming method to blueprint
Very good. Thank you @grim ore
Is there any performance difference between a function and an event? (blueprint)
Are you doing a lung simulation?
Are there any information about the 4.27 release date out there?
I feel really stupid. How do I import models without that smoothing effect? I remember all I thought I had to do was set smoothing to "face" in blender while exporting but thats not working. Is there an option im forgetting in the importing menu in ue4?
ok
serious question
for anyone who knows the answer to this
if i wanted my game to be multiplayer
like think a fighting game of any standard or dragon ball xenoverse/S4 league etc etc
how would i test my game with a friend online
not like a super big server thing but just back and forth multilayer testing for mechanics and such
hey, I'm wondering, is it possible to import a mesh with edited normals into UE4/5?
i heard servers can be infinitely expensive at a constant even with careful usage time ._.
This mesh has some really sharp normals which have been edited so the mesh would look nice
@drowsy snow any ideas o3o
The Remote Control API is acting strangely. I have it call a function remotely and it will print the message indicating the call works but fails to actually execute any logic after the print, won't hit any breakpoints either. Not even the print! Very strange.
Oh figured it out, there is a Map Path for editor that is different than editor runtime
AWS is fairly cheap tho
Yes, it's possible.
oh okay
is this where folks can ask for help? (about ue4)
Yes.
Ah, thank you. :)
If anyone's interested: what is the typical method of having an enemy object move and aim? like, i have a tank and i want the barrel to move around looking for you and whne it finds you i want it's base to turn to match the same direction.
i assume i'd have to make the base and turret as seperate objects (classes?) and parent them maybe, if that's possible. but i have no clue lol. been looking it up.
Skeletal mesh, pretty simple.
Ah, thank you, I will have to look more into this. :)
everytime i do something like add in a new blueprint or save, ue4 crashes
how do i fix
hold on lemme try to see if it happens again
Got that projectile system working thanks Matt!
@regal carbon just a tip, i wouldnt do that.
import edited normal meshes?
yes
try to open the mouth, or close the eye, deforming the mesh will break any logic
I gotta go offline for the entirety of the day, so I leave the newbie questions to others.
Middle Ear!
ah, the vasculature is consistent then , nice
trying to make it more realistic
without looking at the title, try to identify this brain hernia (probably will be difficult to not look because it's in the title...so, um, don't read anything lol) https://youtu.be/QdxDZwXf69k
shit
ok finally @plush yew i got the crash to occur
this is the error screen
do i have to uninstall the driver or can i use geforce experience to just update the divers?
*drivers
... What function is this? I'm holding down my right-click... and, for some reason, Unreal Engine thinks I want fish-eye.
I'm guessing a button is stuck somewhere.
Which button combination does that?
Does unreal support web sockets for Android out of the box?
@tame delta im looking for how I can trigger my scripting actions using shortcuts. Feeling like I went through the whole internet and now looking through the discord here.
Did u find a solution?
I thought i'd try baking some lighting for the first time, and i'm very impressed!
π
It looks really nice 
how do i tell if i'm going up or down a slope
guys
never understimate the power of music
to keep you motivated on the grind towards making the games of your dreams
quick question, is it possible to optimize UE4 engine so the system requirements would be same as dota 2
probably but the tricky part is if you have to ask that question you might not be qualified to optimize it as well - DOTA was built by some of the greatest from a company with an unlimited budget with no shareholders, on a proprietary engine - but yes, you could make a MOBA optimized on UE4
is there any way to change the cursor's color in the viewport?
like the crosshair that appears when you hover over the viewport blends in a lot with the background, and i lose where my cursor is lol
then probably someone made a project alike ? where do i look
In my advantages i would say that i'm pretty aware of UE2.5 Engine CORE - rendering(all that required Camera/LightColors/Texture,etc) ( till WINAPI),FileSystem,Serialization/Deserialization,Classes, Funcs Initialization. I think this thing are pretty same in UE4 version , at least they are based on it
Also i wonder how hard would it be to make UE4 as slim/vanilla as possible to use minimal features.
Assuming Unreal Engine does not override the native mouse cursor at all, you'd have to make your own cursor imagery to imitate the little fella and from there you can make the texture react to whatever's behind it probably.
how? lol
Things are going great
See if this is any use to you, I haven't tried it before. https://www.youtube.com/watch?v=Hb31pUMFphg
Private Tutoring & Work for hire: www.Tesla-Dev.com
Not how to change the in-game cursor
but the in-engine cursor.
that is changed to a crosshair when entering the viewport
obviously editing the source code and compiling the entire engine, but im not doing that
Oh. You'd probably have to find a editor plugin that does what you want I'm guessing lol
maybe idk ill check
This setting might be a compromise actually. Only does a outline highlight though
it helps slightly, but if it's a big mesh it's still an issue
hi , i dont know how to solve this, HELP
Build-tool 31.0.0 is missing DX at C:\Users***\Documents\ANDROIDSDK\build-tools\31.0.0\dx.bat
LogPlayLevel: FAILURE: Build failed with an exception.
Dunno if this is advisable but if you want a dirty solution
I'd suggest making copies of the file rather than renaming the original
I do not know.
All I know is this post from 3 days ago about an apparent quick and dirty solution to your problem
This might be what you want.
can a FX material be applied to a mesh?
@potent gobletthanks
What's up with these nav mesh crashes?
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationDataLayer() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3496]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationData() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3812]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateTile() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2647]
UE4Editor_NavigationSystem!FRecastTileGenerator::DoWork() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2047]
UE4Editor_NavigationSystem!FAsyncTask<FRecastTileGeneratorWrapper>::DoWork() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]```
HTF did this get set to static -
I'm trying to create an aim assist feature for my game. Anyone got any ideas of how I can manage this? I can't find a set yaw, roll and pitch. Only an add. But this is giving very weird results. I just want the character to look at the target.
i dont know where to ask this, but how do i get rid of the noise in the light emitted from a
material OR turn off light from being emitted all together so i can just use normal spot/point lights?
Not sure if it's what you're looking for but iirc in the Mesh options there's a toggle button for if Emissive textures should affect Light baking.
Does anybody know to change 'player start' to third person character(default mannequin)?
This probably
hey i have a question is it possible to run Unreal Engine 5 without a graphics card?
how can i see what type is my object(ecc_PhysicsBody....)
It didn't work,I still couldn't see the character and when I hit play now it turned to a weird first person view.
What is your default pawn class
Third person. What I want is to see my character even when in like in third person example map.
Could you take a screenshot? The project I got works fine.
And there's no other pawns in the level right?
Nothing other than the platform itself.
Okay, verify that the project settings is using the correct default pawn class, or is using a gamemode that has the right default pawn class
If you were to place a ThirdPersonCharacter into the level, and make it auto possess player 0, does that work?
I placed the character into the level,how do I possess it
Can you tell me where to find that option
Hey guys. I am looking for a tutorial or some kind of documentation on how I can implement post processing to the player's perspective (follow camera). For example: the player takes damage from the AI so health goes down by 25%, when the health goes down a chromatic aberration effect is visible. So instead of a standard health bar, the player would see a visual representation of losing health. I have search around for weeks and have not found anything that can show me the process for creating this. Can anyone point me out to some help or provide me with a run down on what I am supposed to do? Much appreciated
Based on my surface level knowledge of post processing, you could have an event that detects when the player is hit or heals, and have that activate / deactivate post-processing volumes that apply the effect.
I'm sure there's a better way without the volumes though
But it's the theoretical logic I know so
(This is the PostProcessing level from the ContentExamples project)
I'm still pretty new to programming and blueprints. What nodes should I be using to active/deactivate the volumes?
thanks my mN
Just checking now. All I know is that the actors can be enabled and disabled in the editor details but lemme see what the blueprint can do
Thank you
ANYONe know how to tell if i'm going down a slope?
like walking
Here, this should work
You can create the 'set blend weight' node by dragging the actor connector into empty space and searching for it
You'll probably want to set variables on level start that records the post processes so you can modify them
This would be under the character blueprint, right?
Yeah you'd want to do it in that. Easier to get the key inputs, health variables and relevant events you want that way
Can I Pm you?
Yep sure
ANYONe know how to tell if i'm going down a slope?
like walking
happens sometimes
anyone
i'm looking for examples of materials used for texture atlas and tiling objects, using separate uv layers. i can only find for animation flipbooks
This is using Paper2D but I think you can apply it to any character https://www.youtube.com/watch?v=CphDayht9js
Hey guys, In this video I will show you how to make your paper2d character adapt to a slope. In a very simple way.In this way your character can adjust to any slope and the movement will look very natural
-~--~--~--~
Please watch: "Invisibility Effect - Unreal engine 4"
https://www.youtube.com/watch?v=ZZQo89xUqxs
-~---~-
Excuse me... I need to ask a question...
I have an extra animated bone on my skeleton...
How can I retarget the animation on that bone to another skeleton?
Or to a socket on that skeleton?
hi, does it make sense to write a pathfinder or are there already gridbased internal ways to do that?
did not. π¦
What you stuck on?
did not help. to sum up,i need to check if i am going down or not
its bs
Oh, you mean if you're sliding down?
What's the slope you're working with? Does the pawn get any grip on it?
i tried using get z axis velocity but it wasno help
My guess would be to see how wall jumping is done, and use that wall detection as a base for slope detection https://www.youtube.com/watch?v=1ah_thU90-0
This has been requested for a long time so in todays video we will be making wall running system for the third person character in Unreal Engine 4
Download the wall running animations here : https://uisco.itch.io/wall-running-animations
Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/
Join the discord :...
i made that already
it works by having 2 sphere traces on each side
and asks if the wall is here or ther
fuck it, i'll be sloppy and use two trace points
I assume you had a look at this? https://answers.unrealengine.com/questions/1027524/view.html?sort=oldest
I don't even know what your slopes are
Hello everyone. Ultra Dynamic Sky's particles isn't showing up on sequence render. How can I make it happen?
hi everybody, i have an issue in c++ thirdpersoncharacter template .. when i remove the "thirdpersoncharacter" bp the game work ok, only show error. but when i add it again the engine stuck at 75% and no processing consumption shown is task manager
Apologies, I misread the error message.
That aside, you should look into the Game Mode class, it referencing a missing class.
yea i deleted it.. to make the engine work .. if not deleted engine sucks at 75% forever
i copied it from another project
this line not work
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
when i wrote it correct the engine sucks at 75% .. if wrote it wrong the engine work but with the problem above
yea character. it's the original bp comes with the ThirdPersonCharacter template
c++
when it tried to load the right one .. engine sucks at 75%
@plush yew .......................................Never Gonna.......Give.....up
No, don't.
i hope i won't
this is what is happening, yes
i have issue with the 75% sucks engine screen not with the missing, as i deleted it
Can someone help me with my Niagara Effect, i got a beam that spawns, gets bigger and to the end of the lifetime gets smaller. When i put that Emitter in my System and copied it, so 2 Beams spawn, but when one beam reaches the end of the lifetime it somehow resets the other ones rotation and size.
Hello! everyone! I'm currently developing my own video game and I need to create an inventory system, I have a concept picture of what I want.
If someone could help me out I'm willing to pay.
Here's the screenshot of my concept that I want.
Basically the bunny will be idling and will change clothes, and swords will show up on there, no stats or anything but I do want something like that.
My Health HUD is setup already so I just want it to show up there on the corner next to the coin counter.
Hey , has anyone used a good solution for runtime lip synching? There seems to be only FaceFX which is just too expensive π¦
if you want good lip synch, the only real option is some kind of facial capture, and it will never really be cheap
ive been trying to rotate the actor to face the control rotation when theyre wallrunning... does anybody have any solution?
Ryan laley has a good inventory series, which gives you the result you are looking for , its on youtube
Hi all,
Everytime I open the editor, it hangs. I've just noticed that this automation test is running and taking 25 seconds.
LogAutomationTest: Warning: Automation Test 'FBlockStructureSpec' took > 10 seconds to return from GetTests(...): 25.56s
I've seen a suggestion online to "Delete or rename dbghelp.dll in UnrealEngine\Engine\Binaries\ThirdParty\DbgHelp folder" - anyone know what the actual source of this bug is, and whether this is the best solution?
hey i've got a question
how can i decrease the speed of falling by clicking for example 'a'
make an input, bind it to a, when that input is pressed, change this gravity scale
to decrease, make gravity scale lower, to increase make it higher
C++, thoughts on "Algo::" functions.
how do i bind it to a?
project settings>input>and then add a new action mapping and bind it to a
by selecting it from the dropdown
try holding down the key while youre falling
how are you setting up the jump code?
np :)
like a parachute
thanks!
maybe try setting a variable that says if they are ready to parachute or not, and then use a branch on this event here
the bool should be set on jump
sorry im in a game rn
but ill hold your hand through it dont worry
first create a new variable (boolean) call it IsReadyToParachute or something of the sort
okay
and then in your jump event, set this variable to false on the pressed key for jumping
then in your slow down falling event, add a branch before any code that uses the bool IsReadyToParachute
like this?
ye
exactly
it doesnt work
because youre not setting the is ready to parachute back to true anywhere
so you should do that once the jump ends
huh?
go to your tick function and add a branch that uses the boolean "IsGrounded" and if its true set IsReadyToParachute to true
?
ye its one branch but you can connect different booleans to them
and the one your going to call is an engine built in function called "IsGrounded"
?
dont drag out from the boolean
drag out from character movement
my bad forgot to tell you its from character movement
like this?
hey, does anybody know how to edit the 3rd person template so that i can move while jumping?
aren't you already able to move while jumping?
when you jump and move around mid air your position doesnt cahnge untill you land
youre doing this in the wrong place.
i said in tick
you should bring back the old boolean there (the IsReadyToParachute)
in tick check if the character is moving on ground, with a branch
if its true set IsReadyToParachute to true
WHAT DOES THAT MEAN??????????
chill lol
ye lol
lol
ahhh
this is gonna be your input thingie (i didnt make an input because i was lazy but the pressed is going to look like this)
that moment when you really want to learn UE but every idea that comes is in unity format π
okay
homie thats your event
this one
but i didnt create it in mine so i just put a placeholder custom event
also on released you dont have to check if theyre moving on ground
because its already checking it in tick
i think you should take a beginners tutorial
like rthis?
nooooo
