#ue4-general

1 messages · Page 1044 of 1

pliant junco
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how can i make a blueprint a cast?

plush yew
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@native tulip

native tulip
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i need you to focus CAREFULLY on what i say because i dont have anymore energy xd

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tick event > branch that checks if moving on ground > if true > set IsReadyToParachute to true

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thats for your tick event

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for your slow down thingie

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Left Shift > Pressed > Check if is ready to parachute > if true > set gravity scale to small

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Left Shift > Released > Set Gravity Scale to big

plush yew
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okay

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like dis?

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but i am jumping higher too

leaden flame
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hello
why is it not possible to move the 3rd person character controller from 1 project to another?

plush yew
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why not?

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just goto your project folder and copy the thirdpersoncharacter and past it in the other project i think

native tulip
native tulip
plush yew
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but it only work

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if you

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hold down shift from the very begining

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while flying it wont work

native tulip
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i think it has a bit of issues but sorry im kinda busy

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but as i said you should be looking into beginner tutorials because, no offense, but you seem to not know pretty much anything about the engine, im trying to help you not insult you.

worthy plaza
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Anyone know if there is a tutorial for the BP_Timeofday? (the one quixel use for the medieval village)

thick herald
rugged heron
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Is there something similar to Houdini Engine that can be used to generate procedural assets at runtime? I am looking to create procedural terrains with height maps.

thick herald
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making changes to the landscape during runtime is, at best, problematic. UE bakes everything down. Depending on your skills with cpp, you might be able to do something though.

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Other options would be to use something like Voxel Plugin Pro

tired abyss
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Just curious if anyone has dabbled in calculated velocity required to reach from point A to B over X amount of time and taking things like character movement air control paramaters in to consideration

thick herald
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Like ballistics?

tired abyss
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Just talking in general, figuring the math out

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before i go diving deep in to the character movement stuff

thick herald
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I was going to suggest the easy ballistics plugin, dissecting that might help.

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While it's not for a character, the maths should be similar.

jade grotto
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I have a technical question that I'm not sure where else to post it:

We've installed UE 4.26.2 on a couple computers here at the office using the admin accounts, but when any other (including other admin) accounts log into that windows machine and go to open Unreal, it insists that it's a different version, like 4.25.x or something. And when that user goes to the install a new version on those machines 4.26.x is just completely absent from the options, unless we delete the local install and download it again. Any idea why that would be?

plush yew
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How to get walk speed? Not Max Walk Speed

grim ore
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You would get the velocity of the actor, assuming you are asking for the current speed of the object

plush yew
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But it takes another value

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4000

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whats that?

grim ore
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@jade grottoconsidering the engine and launcher use the local users appdata directory for "stuff" I would think that might be it. you can use the unreal version selector.exe file (its in the launcher folder) and move copy it into the engine install folder for 4.26 and run it to associate that engine with the launcher. That might work?

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what takes another value?

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this is the code the third person template uses to get the current speed of the character, so we know this code works

jade grotto
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That does make sense. Hmm. Okay I'll give that version selector a shot on one of them next chance I get. Saves us re-downloading the same several GBs over and over. Thanks @grim ore

grim ore
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yeah the file used to be in the engine folder but they removed it a few versions ago so the main copy is now in the launcher -> Engine -> Binaries -> Win64 folder

winter wedge
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having too much trouble getting simple animated objects into ue

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i'm using fbx and there's no animation track for the object?

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all i was using in blender was location rotation and scale

tired abyss
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Does anyone know how many ue4 units you move per 1 velocity? is it a 1:1 RATIO?

grim ore
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when you export it out, you export out the animation track as an fbx with just the animation

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then you import that in as an animation sequence

plush yew
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It starts a counter

grim ore
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what does your code look like?

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that second number is your velocity, that counter is something else you made

plush yew
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That is the movement code

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And that is the mouse code

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The others are default fps template codes

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I dont think it will affect but. I'm also using spring arm

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And this one

winter wedge
grim ore
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@winter wedgeyou might want to check out #animation

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@plush yewthat counter is not this code, this code is fine. your counter is somewhere else

plush yew
grim ore
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You have another PRINT STRING somewhere in your code

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another blueprint

winter wedge
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i checked the pins there's nothing relating to this

tired abyss
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This is prob not the way to handle this with velocity, any recommendations for moving a ACharacter from current location to target location

grim ore
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you would normally use the AI nodes to move them along a navigation mesh

tired abyss
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Sorry should of specified, no need for walking or anything, i want want to go straight from Point A to point B, no nav needed

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Its just really about how i should correct execute to add input/movement

grim ore
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you could use a timeline and a lerp to move it if its straight

tired abyss
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Seems way to janky

grim ore
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you dont need to use movement, you could just move it

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you could point it towards point B then and add input just like you would be faking a key

plush yew
worthy plaza
grim ore
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@plush yewwell there is, there literally is code somewere that is printing again.

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disconnect that print string so it doesnt print. does both print strings (the counter and the velocity) both go away?

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or just the one velocity

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@worthy plazarestart the launcher, its a known issue, then it will show up in the library in the unreal engine tab

worthy plaza
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oh

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yeah, here it is. thank you

grim ore
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yeah its... annoying

toxic lily
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Is there a node to kill all functions on an actor except for physics simulation?

Example, i have a enemy "flying drone" when killed with drop to the ground as a physics object and dissapear after 10 seconds, however it continues to fire

plush yew
grim ore
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less than and greater than, two checks

plush yew
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because max walk speed never can be "0" if I don't set it default 0

pulsar bison
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Got a question - is there a way to make scripted functions in the editor? Like for example, I have an ortho camera I use to take a screenshot of my world which I then convert to a texture for a minimap. Each time I make changes to my world, I have to do it by hand but it would be nice if I could make a function I could call in editor that would just automatically do it.

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If so, does anyone have a link for documentation/tutorials I could take a look at?

tiny sonnet
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Is there any way to automate grass in a non-landscape situation?

grim ore
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@pulsar bisonyou can look at Editor Utility Widgets or Blutilities

rustic oasis
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I don't know where to put this so I'll just go with general, whenever I try to update my mod made in unreal 4.18.3 as soon as the steam cmd opens it changes the workshop file ID from the one directing to the correct item, to a non existing one leading to nowhere giving me the "file not found" error.. anyone know how I could stop this from happening? each time after I manually changed the fileId in the .vdf file, the steamcmd used to upload it just changes it back again.. already tried making the vdf read only but that stopped the console from working

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fixed.. I had to keep the vdf file open in notepad while uploading

light thunder
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Can't get my nav mesh to draw here - there's no nav modifiers to null on top, no other streamed levels visible - every actor nearby either has can aeffect nav to false or it has fill collision underneath for nav checked (like power line above)

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and the nav mash is generally not there when I play, so it's not just a display issue

fast trellis
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I'm trying to debug some graph data. Usually I would do this by taking my points and feeding them into an image, creating a texture from the image and then sending this into a new viewport. What would be the workflow for something like this in Unreal?
Preferebly in c++ then pushed to the viewport after.

light thunder
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baked lights and you moved something else or your UV lightmap is screwed up?

nova yarrow
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Hidden objects in level but cast shadows are on.

deft talon
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Hey, I just imported a project for a job interveiw, I cannot show the content, but I am encountering an issue that is not part of the test.

In the veiwport, it looks fine, but the second I play it, None of the environment static meshes show and the lighting does not work. I have tried rebuilding everything multiple times

plush yew
deft talon
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There are no errors

cyan bronze
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Any idea why my Unreal Engine crashes when importing gun with animations. I have tried on UE5 and on UE4. Hand model with animations import works

grim ore
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you would have to have the complete crash message with the debug symbols to know even where to guess

cyan bronze
midnight cloak
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why i have de inverte face orientation in blender for my mesh in UE4 have correct face??

wet grotto
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hello, does anyone know if it's allowed to bump threads on forums? I haven't found anything about it. Thanks!

thick herald
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Doubt it, unless there is something to add to the subject.

shell surge
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Hey guys, is there a way to reduce quality settings in the editor so it can run smoother ? My scene getting a bit heavy and I want to increase fps while still working on it

shell surge
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yeah I had issue finding these

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they are not on the same place in ue5

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lol

drowsy snow
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It's in the upper right corner

shell surge
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yeah found it

worthy forge
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Has anyone ever received and solved this issue

next nebula
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how are we doing

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have an issue here.

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my actor is just flying through the ground.

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physics are on.

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shouldn't be phasing through things.

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any ideas?

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actually im not so sure because physics is greyed out.

dawn gull
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What would be the best way to get soft bodies in 4.25?

ancient lotus
light thunder
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WHY WOULD A BOX COLLISION STOP A 3D widget from being interacted with - even on this radial mesh, where I can normally move around the controller and it will highlight whatever it's pointing at, when I go into this volume on my level, it stops working - when i leave that volume, it works again

light thunder
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this is a good idea

tiny sonnet
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why is there as box in my editor

light thunder
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it's a simple collision box I use to generate overlap events

tiny sonnet
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i cant move anything

light thunder
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blaze drag a tab of one of the editors around and it will reset

tiny sonnet
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i see

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what does this message even mean, the level is clearly there in the editor but after packaging, it says it doesnt exist

plush yew
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hey

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does anyone know what this "V2" stands for

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i know the S is for scalar parameter

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but for V2 and V3 im a bit lost on what nodes to look for

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vector 2 and vector 3?

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awesome thank you 🙂

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wait

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i look up vector and theres only 1 node, and its not called vector2

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uhh

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OH

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CONSTANT VECTOR 2

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got it

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thanks!

tiny sonnet
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i did

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its all fine

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huh ok

light thunder
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This honestly one of the most baffling problems I've encountered in 3 years - we are checking everything logically - but even when I've disconnected all the overlap events (indeed, they don't even trigger breaks down) moving into this collision STILL stops any widget interaction from working - these are 3 different widget actors, 2 of which were untouched and the only variable is when they move into this volume - you can see on this radial menu - I'm not having to worry about a line trace - this visibility of the widget is controlled directly by controller rotation (thumb stick)

tiny sonnet
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still doesnt work

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i found a potential solution online, ill come back here if it works or doesnt

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considering the packaging time has increased, it worked i assume, i had a empty directory in the packaging tab of project settings for directories to never cook

worthy forge
latent sonnet
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I'm getting errors but idk how to fix them.

subtle lake
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DefaultGame.ini
StagingDirectory=(Path="D:/aaa/bbb/Packaged")
is it able to use RelativePath for StagingDirectory in DefaultGame.ini ?

latent sonnet
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Idk what that means...

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Sorry

drowsy snow
latent sonnet
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Thank you

mellow yarrow
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I'm trying to 'Cast to a ListViewEntry' which would make stuff way simpler - anyone can give me a hint for the missing object?

  1. Needed!

  2. Just example showcase of passing down specific content

  3. when closing 'management mode' it would require another more complex workaround.

Please help me to get the the correct object for #1.

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Edit: solved - works over 'user object list entry' interface

jolly steppe
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May I ask how you got the shader to look so clean? The outlines look super nice. and I'd like to get the same effect.

regal carbon
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You can find more info on the technique on YT

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so I'll skip the explanation

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it's all over YT, there's at least 4 different tutorials on this

weak urchin
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Is it possible to trade the capsule component collision for collision on the skeletal mesh? I have a dragon character that doesn’t fit in the capsule component and make it bigger isn’t an option.

jolly steppe
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aaah okay. I was hoping there was a way to do outlines without having to duplicate the mesh 😅 but it seems that's what a lot of people do for the outlines

drowsy snow
jolly steppe
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thanks though ^^

plush yew
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can i ask for help here?

drowsy snow
plush yew
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oki tyy

jolly steppe
plush yew
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im was adding a bunch of foliage in UE5 and then everything went to shit

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it started flickering and saying your scene contains a skydome mesh and some more stuff i cant remember in the scene

drowsy snow
plush yew
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yea 1 sec

drowsy snow
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(though for all I know it might've been UE5 exclusive bug)

plush yew
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when im in the playtest mode it all looks fine

drowsy snow
# plush yew

Hard to tell what's going on, especially if you don't have the UE4 version of the scene

plush yew
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ah ok

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if it helps it looks fine when i go rlly close

drowsy snow
drowsy snow
jolly steppe
drowsy snow
jolly steppe
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though I don't know how I would do it with Material, I did try a shader off the marketstore and I didn't like how to outline looked. It kinda would bleed into the model and would be too thick in some areas

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ooooh I see

drowsy snow
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Just the matter of changing the character materials into outline material.

jolly steppe
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aaah

drowsy snow
# jolly steppe ooooh I see

Some test renders of said outline materials (and colour pass cel shading)
No post process blendables involved, just the exact trick I mentioned earlier, thus it plays nicely with vanilla UE4 post FX, including depth of fields.

jolly steppe
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oooh that does look nice! : )

desert verge
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why would a mac show up here?

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i don't have one but my sibling does

drowsy snow
toxic lily
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hey all, thinking someone here might be able to help me. trying to get a projectile to interact with the health and damage system. i have a drone that fires projectiles at the player however it does not register any damage when taking a hit, and i feel the problem is in the projectile blueprint

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just not sure what im missing

desert verge
drowsy snow
desert verge
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jk

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Can i give you rep?

kind dew
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I want to create a drag and drop mechanic in UMG where an arrow is pointing to where I am dragging and dropping. Similiar to hearthstone when you drag a spell out and an arrow points to show you where the spell is going to land

plush yew
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In unreal, i have a sound that plays loop. A node triggers it always. So i wanna make trigger waits to the audio finish. After finish, it Will loop again. Htf do i?

kind dew
light thunder
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Is there any problem with adding items to an array of actors to ignore for a linetrace and then deleting some of those actors?

coarse apex
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dumb question, what i render a sequence will it auto put it into cinamatic quality or will i have to do that myself? I want it to be at max quality when i render

coarse apex
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damn

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so i rly need to have cinematic quality real time huh

hollow egret
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Hey guys I was wondering if someone could help me figure out why my third person character is stuck in idle sequence

kind dew
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or if it's just a blendspace, then your speed might not be getting set right

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like this, your value of speed might always be 0, so make sure that you're setting it properly, if that's how your animbp is setup

crimson peak
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Hello. I'm looking for help and it would be greatly appreciated.

I would like to create a trigger event so when the player goes through a door and enters the room. The room whwre he came from changes to assets I merged for new rooms. Any tips?

pliant junco
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i got this error Error: Not all files could be converted, look in console for more information when setting up rootbones

midnight bolt
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how can i change spherical preview on materials to cube/plane?

drowsy snow
# coarse apex so i rly need to have cinematic quality real time huh

Yeah, but realtime framerate doesn't matter much, just make sure your GPU not crashing when rendering the scene.
Alternatively (if your GPU crashed from high resolution) you can use Temporal Super Resolution* and lower the screen percentage.

*called as 5th Gen TAA in UE4, and can be enabled by console command r.TemporalAA.Algorithm 1

crimson peak
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Nvm i figured it out myself

surreal eagle
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GUYS HELP ME

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i need to apply a force i a particular angle relative to the player

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i'm trying to make sliding

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and i have a way to get angle and relative direction to apply force at

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but idk how to apply it without bouncing

coarse apex
pliant junco
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is settingup Root Motion for Mixamo Animations using Blender Addon absolutely necessary?

surreal eagle
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hello?

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please please

plush yew
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There's some keybinding in the editor that pops up a window where you can type names of blueprints/assets and it will show you the results of the search, what is that keybinding?

plush yew
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Or do you mean looking for actors in the world

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all the content

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Not sure. I just click on the content folder and search there. Hasn't really bothered me

atomic meadow
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hello

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why my movie render queue is render like this xd

dusky inlet
split timber
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yo

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everytime i try to compile too many arguments for function-like macro invocation ‘TEXT’

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this error comes up

drowsy gull
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Texcoord has (0,0) on its upper left corner. UV's (0,0) is on its lower left corner . Why the output will be ok if I directly connect Texcoord to TextureSample's UVs input?

native tulip
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my wall running system is ALMOST done

young mirage
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Is Post process higher cost than a UMG overlay?

wary wave
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that's not really an answerable question

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"is a car faster than a motorbike"

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it depends

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but the two things are used for different purposes, so

solemn schooner
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Need a system and tutorials for inline/rollerblading game(s)

ornate kelp
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for some reason setting T0 as Reference pose for my imported blender model completely displaces the weapon placed in his hand for all the animations. If I don't check it, the animations are normal but i get the error telling me to check it

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is this actually a problem or do I need to fix it?

surreal eagle
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shadows

shell surge
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when im up close it looks fine

surreal eagle
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sorry!

granite spire
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I might focus my twitch on to do a "code miko" style tutorial, I keep seeing people are struggling with this, what do you all think?

mental solar
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how can I exit this face selection mode?

granite spire
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Yeah

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I got ideas how to implement it, but i've talked to a bunch of people that struggle with it, even though there's plugins, it's still complicated apparently

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twitch plugin, render target your desktop, VR your character, done

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wonder if I could get mods working for people uploading their own VR chat and streaming thing

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I might be oblivious to everything I think, but I might give it a shot

hot beacon
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Hey how do i alunch the player in the opposite direction of where the line trace by channel impact point hit

mental solar
burnt mulch
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I have a question as i am currently learning Unreal engine, should i simultaneously learn C++ or work around with blueprints itself?

drowsy snow
hot beacon
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hood man

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do you know how to launch the player in the opposite direction of the impact point of a trace by channel

north shadow
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Hello guys i use the topdowncharacter in ue4 and when i import a map and put my character i can't move, when i click left :/

granite spire
drowsy snow
tight raptor
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The moon is just a sphere with high emissive color. Any idea how i get rid of this light beam thing ? Allready tried some stuff but I cant find the right checkbock for it

pliant junco
drowsy snow
granite spire
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nice

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how much is that?

drowsy snow
# granite spire how much is that?

IIRC Sam Gorski (Corridor) mentioned in one of the BtS videos for the first Unreal short film project, that the setup costs around 20 grands. Might be changed nowadays, might misremember it.

tight raptor
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@drowsy snow my problem is I have no clue where I can find that. post process, material settings, worldsetting, ...

drowsy snow
tight raptor
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its just an fbx sphere with emissive color

drowsy snow
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Are you sure it's not driven by a directional light? 🤔

tight raptor
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ok, im stupid. the directional light behind the sphere causes it

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so in the end it is kind of driven by a directional. thanks

granite spire
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More users than ever before can get access to Xsens' precise motion capture starting at $3,790 (€3.490).

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that's not too bad

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considering what it is

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make animations for a living with minimal cleanups, that would be an investment

drowsy snow
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Guess they reduced the price tag

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Though I'm still going "oldskool" with animating by hand, because of stylisation.

granite spire
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yeah i'm not there yet to spend that money

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i want to just use good old vibe

thick herald
granite spire
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yeah probably 10k for a full suit, i'll think about it if my contracts every get completed DogeSmile

thick herald
winter wedge
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managed to export mesh with animation but location rotation and scales are misplaced for just some frames

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i have applied all transforms in bledner

toxic lily
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does anyone know how i can get this NPC that's spawning this projectile fire it like a fully automatic weapon or burst? even when delay is set to low its like, a good second between shots.

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( had unplugged the delay node to test something)

north shadow
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How to put a static mesh as a variable !?

drowsy snow
hidden dagger
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can someone give me some help
how do i make an actor do a specific animation when approaching it
i use get distance to and an animation bp but it always stays in idle

thick herald
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YouTube has loads of tutorials on AI. Ryan Layey has a couple of series on it, worth looking into. There is also #gameplay-ai 🙂

cedar wave
robust marten
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Any way i can make destrucible mesh chunks have physics enabled?

plush yew
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any clue why fire particles show when I have skylight+directional light and sky atmosphere

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but when I use sun and sky they dont work

worthy plaza
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When i add something from quixel bridge it have default texture, anyone know if there is a fix? (ue5) created a new proejct too, but still have this issues

light thunder
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If I have a 'loading level" that I use, and I am loading in a big level to GO TO after that small level, how do I ensure you don't notice it's loading - do I want block on load ON or OFF?

thick herald
harsh tiger
light thunder
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You are getting confused with an object CLASS and the object ITSELF

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if it is in a data table - it doesn't exist in the world

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those things come back as NONE because there are NONE in the world, like if you had a variable but you have never spawned it - that's why you use SPAWN ACTOR FROM CLASS

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@harsh tiger

harsh tiger
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So what I'm trying to achieve is impossible through 100% data table?

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I've found a workaround using the game instance which works, but it's quite messy as it means having to do work outside the data table

light thunder
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What are you trying to do?

harsh tiger
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I have a menu where you can select different locations. Which will then change the row name on the data table. So different variables can be set to different things. It works with the media player or material for example. But not the media source or music like seen in the gif

light thunder
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you need to change your structure so those items are a class - then change it to spawn actor from class

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from that, you can set those blue object variables if you need them

harsh tiger
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I've made some progress haha. Thank you mate, I'll stick at it and get something working in the end 👍

sick slate
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Anybody knows why my sprite are in focus when the background isnt? i couldnt find anything online to fix it

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if they are in focus range they are fine but why are they not affected by the depth of field?

pliant junco
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how can i get these icons?

light thunder
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wtf - how did this happen? I had a crash due to low memory and now a map is corrupt?

plush yew
light thunder
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Nope, that is not correct

plush yew
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That's what it says

light thunder
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it says most likely

plush yew
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Which version you used to create it?

light thunder
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the same one I'm currently using

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4.25.4

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this happened right after a crash, so somehow the map got corrupt - i'll restore from a backup but yeah

plush yew
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Ah it probably have then got corrupted if you are sure that you are at 4.25.4.

light thunder
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ugh, what's the right procedure for restoring the backup version?

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i have it in the backup folder but I don't want to screw up references

wary wave
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are you not using version control?

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(you should really be using version control)

light thunder
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I am but my backup is newer in this case

wary wave
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right - I mean in which case the backup version can just be pasted over the current one

light thunder
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nothing crazy but I"ll take the autosave backup, it's just a day or two of difference

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just in the windows file explorer?

wary wave
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yup

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that error message does only come up when the version check doesn't match though, which would be unusual through file corruption

light thunder
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yeah I use perforce and was looking through it but it was like 2 days and this current backup is like 30 minutes old

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I didn't delete the builtdata and maybe I should have

plush yew
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o.o

lofty stump
#

is there a discord for the upcoming jam?

cedar wave
rocky galleon
#

can anyone recommend a really solid unreal 4 tutorial series / online course? doesn't have to be free im happy to pay for something high quality.

cedar wave
#

I would say Tom Looman over Ryan though.

plush yew
#

could someone enlighten me on how to setup a robot that drives on one wheel, in particular the movement and speed of the rotation of the wheel.

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like movement speed converted to rotational speed?

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do I use a rotator? a timeline? animation with playback speed?

errant blade
#

I am having a major issue with UE4 4.26 which I need help with

#

every time I try to build lighting for my map (which worked fine in 4.22!)

#

it stays at 0% for a while

#

then my computer aggressively freezes

#

and when I say freeze I mean irrecoverable, fatal freeze

#

you can hear the sound scrrrrrrr- to a halt as if it was bluescreening but it just stays how it was last, can't move mouse, can't open task manager, can't do literally anything except cut power

grim ore
#

you will have to look at your output log for lightmass

errant blade
#

Sorry for my dumb questions but where can I find that?

grim ore
#

usually in the saved / logs folder in your project

errant blade
grim ore
#

usually lightmass has its own log in there

#

assuming lightmass started, you can see if it does it makes an icon in the notification bar for swarm agent

errant blade
#

this is all i got

grim ore
#

look at the latest one then before your last crash, see what it shows at the end

errant blade
grim ore
#

theres not much in there besides the normal not using a lightmass importance volume. You might need to add one if you can, then when you start the build see if swarm agent is running and what its log shows itself

neon bough
#

i'm pretty sure you run out of system memory if your whole system freezes

errant blade
#

I have 32 gigs of memory

neon bough
#

which lightmap building can take up depending on your map/light setup

errant blade
#

How could I fix something like that...?

neon bough
#

increase swap file size

#

and move swap file when possible to an SSD

#

i end up with 78gb memory consumption for my current level -.-

errant blade
#

it's also odd because the map legit takes less than 10 seconds to load

neon bough
#

just start the lightmap build and watch your memory usage

#

you'll then notice if its a memory related issue (might take a while to take up all, tho)

errant blade
#

it doesn't lol, takes like 5 minutes to eat my pc

#

also it does it suddenly, not periodically

#

it doesn't even move from 0%

errant blade
neon bough
#

swap is space on your SSD/Harddisk that will be used when your system memory is full

errant blade
#

yep it is definitely a memory issue

#

it skyrockets to 100% as soon as i start building

#

is the swap a guaranteed fix? or are there any workarounds to not have to deal with this?

neon bough
#

if you allocate enough swap, yea

#

workaround, reduce lights / mesh quality, etc.

errant blade
#

considering it goes up to 100% ram at 0% lighting, i shudder to imagine how much swap it would need, if that means anything

#

I read somewhere about using dynamic lighting, but idk if that will kill my level's performance?

neon bough
#

and as MathewW suggested a lightmass importance volume could also help a bit

#

which should enclosure your area where you want good quality light build, everything outside will use cheaper light calculation and probably takes less memory to build

#

yes dynamic lighting increases your frame cost

errant blade
#

How much swap should I allocate?

#

first time doing something like this so not very experienced

neon bough
#

would start with what you can afford in terms of disk space, then watch how much it actually uses and adjust later

errant blade
#

would it be better to assign 50gb of free space in an SSD or 500gb in a HDD

neon bough
#

SSD

errant blade
#

nothing fatal can happen if i like

#

i assign 50gb

#

and then the disk fills up more

#

right?

neon bough
#

worst case is your light build fails 😛

errant blade
#

i've never seen it fail, it just completely freezes my pc so that'd be an improvement

neon bough
#

and don't see this as permanent solution, i would check how much memory it requires and upgrade your system memory if possible

#

swapping memory (even on SSD) makes the whole process of lightbuild kinda slow

errant blade
#

in 4.22 it worked fine with the memory I had...

#

I am really confused why a map with trees, 2 blocky buildings and a death star would do this

#

I think I even had a worse system back then? not sure tho

#

but this whole thing sounds odd since this is just an old map which i moved to the new version and always worked before

neon bough
#

yea, maybe a bug or something if it's really the same map as before

errant blade
#

literally identical

neon bough
#

anyways, can't change how things are, so all you can do is throw more ram at it 😄

#

or hope that someone knows why it suddenly uses way more memory

errant blade
#

well my system default had already allocated 43gb of my ssd as virtual memory

neon bough
#

could also be some light related world/project settings

errant blade
#

so allocating 50 won't make much of a difference probably

errant blade
neon bough
#

no idea

plush yew
#

How can i cook sub levels ?

errant blade
#

Wellp, no luck, I am literally unable to build at all

#

dynamic lighting it is i guess

neon bough
#

that's a tough decision 😄

errant blade
#

I literally don't have a choice

#

i already assigned virtually all my free space in the SSD

#

also there's a thread here

#

where it says it's a bug and gives a workaround, but I haven't been able to underestand the workaround

neon bough
#

they reduce the lightmap resolution, which results in less memory usage

#

let me start my editor and see what's up in my level 😄

errant blade
neon bough
#

depends on the size of your object in the world and your quality standards 😛

errant blade
#

quality standards are "Whatever just please work already oooooooohhhh "

Is there a way to like change a global setting to reduce the quality of all the lightmass textures?

neon bough
#

haven't found one

#

well, you can select multiple meshs and use bulk edit to change them all to the same value

errant blade
#

how do I change those values in things like the foliage?

#

cause the map's pretty much just trees and 2 houses

#

but all the trees are merged together in one of those procedural foliage volumes

neon bough
#

what's a procedural foliage volume? some custom solution or did you use the foliage tool to "draw" them?

errant blade
#

it's a ue4 thing afaik, not third party

neon bough
#

ok

plush yew
#

Why adding and removing hierarchical instanced static meshes is so laggy?

errant blade
#

this all seems just hopeless, i don't feel like my settings are the problem considering it worked perfectly fine before, I think it's gotta be an engine issue

#

It also interacts with the ground materials so overall it's just a nice way of filling up the map with foliage without any manual work, while still having it look good and not random / bland

#

it was the best thing i could find back in 4.22 at least

neon bough
#

ah neat, i used to paint stuff like that...

#

anyways, that shouldn't be an issue, was just curious if its some 3rd party solution because UE4 internals foliage stuff has a lot of render optimization which others could lack

wet sphinx
#

what happened with UFactory in 4.26 ? cant get them working, they were working fine in 4.23... is there some changes for that ?

errant blade
#

How much will dynamic lighting screw my performance?

#

a little bit or a huge lot?

neon bough
#

best bet is to test it in your scene

#

but it comes with quite some cost usually

robust marten
#

How would I get the bone count of an actor upon overlap? I know to use it like this but not sure which nodes to use next to actually count the bones.

neon bough
#

that's probably the closest you'll get in normal BP (while the sockets also include all virtual bones)

#

and you still have to get the mesh, so you most likely have to cast the hit actor from the overlap event to a specific class to access it

#

or if you use physics on the skeletal mesh you may be able to cast the hit component to skeletal mesh component

desert verge
#

Does anyone here primary do VR dev?

#

I've been learning unreal for close to 3 months and just do standard dev

#

started VR yesterday and found it a blast

bold cedar
#

hey everyone, trying to figure out something, and I'm fairly new to UE. In a multiplayer situation, i want the 1st player to have control over the Character. I want the 2nd player just to be a spectating camera that sees exactly what the controlling player sees. (Basically like the camera view when you die in a FPS and watch a player still in the fight). So I have the 1st player character who spawns once you start the game. I went and created a pawn with a camera of its own. But can't figure out how to "attach" this pawn to the main player. It might be something super simple and am just completely overlooking it.

#

I also found something that references -SpectatorOnly as a command-line parameter don't fully understand how it works since it doesn't have much documentation.

#

i basically just want 1 controller player, and everyone else to be a "spectator" with the same view as the controller player

#

any help is appreciated

ocean narwhal
#

Hey, so i am new to UE4 and i would like to add a sci-fi kinda robot character to a game i am developing in blueprints, when i search on the internet all i find is ones you have to pay for, but i am 15 years old in school without a job so i cannot afford to pay for assets. Is there like a free character creator or a place i can get pre made ones, not mixamo as i dont like how they look xD. Much appreciated!

autumn talon
#

how do i get perms to post in job board

fierce tulip
#

@ocean narwhal beggars cant be choosers. so if there is nothing available on the marketplace in the free/permanently free/learning tab, you might have to use a replacement until you have money or it becomes free.

neon bough
#

or make your own

fierce tulip
#

yea, get blender, learn yourself. you'll learn a lot by understanding blender.

soft tree
#

dumb question.
I have an issue with an asset I bought.
creator suggested I do the following:

Hello, please go to the vertex paint settings and then click the garbage button and it will delete all the vertex colors. Error is occuring from the vertex painting.
where do I find these settings?

fierce tulip
#

what kind of asset

soft tree
#

it's an environment

#

so modular houses, props, etc

fierce tulip
soft tree
#

rooThink1
okay, don't know if that solved my actual problem

#

🤷‍♂️

fierce tulip
#

well, if you need to reset the vert paint on them, you can use the mesh paint tool to reset them. it has that garbage button you are looking for.

soft tree
#

Yeah, thanks for that. I did follow through with that.
Very well could have solved one of the problems I was having with the asset
However a second underlying issue is happening.
About 5k lines in the output log of missing file warnings.

#

didn't think that would also solve those issues but 🤷‍♂️ never know.

fast trellis
#

edit: I have this in my c++ class with this Array I want to use in BP. When I create a BP based on the class I see it in details. ( I was looking under variables previously, oops)

 TArray<FVector2D> graphPoints; ```

Now I actually want to use this in my onPaintOverride BP, how can I move / expose it there ? thanks!
drowsy snow
sterile tulip
#

Hello

#

Is the path tracer implementation into 4.27 realtime ?

devout swift
#

Is it possible to play the game as standalone from the editor and still see the game's output log?

#

The output log window does not update when using standalone mode

fast trellis
drowsy snow
drowsy snow
#

Though I'm not sure why BlueprintReadOnly and EditAnywhere used together 🤔

fast trellis
#

yup, The array is already populated in the c++ class, not sure how to expose it to the onPaintOverride BP of the Widget

fast trellis
drowsy snow
split timber
#

kidwobble i need your noobness

#

what does C:\Users\andre\Desktop\BULLCOWGAME\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp(89) : error C4002: too many arguments for function-like macro invocation 'TEXT'

#

mean

fast trellis
#

well too many args... maybe you need to make a text string out of your path?

split timber
#

idk wat that means

devout swift
split timber
#

but sometiems if i must like PrintLine(TEXT(“Sorry that was incorrect but u still HAVE %i lives\nThe word is %i letters long”), Lives, HiddenWord.Len());

#

see the \n

#

is randomly works

#

mush

#

smoosh

#

two printlinestogether

fast trellis
#

what is your line 89?

#

the one throwing the error

split timber
#

ohhhh

#

it says the line

#

PrintLine(TEXT("BYE BYE\nYour word was %s", *HiddenWord));

#

whats wrong with that?

fast trellis
#

not sure how the TEXT macro works in this engine but why is there a pointer as the second argument?

split timber
#

idk wat a pointer is

fast trellis
#

if you get rid of the , and everything after does it work?

split timber
#

lemme check

#

nope

#

C:\Users\andre\Desktop\BULLCOWGAME\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp(83) : error C4002: too many arguments for function-like macro invocation 'TEXT'

fast trellis
#

PrintLine(TEXT("BYE BYE\nYour word was %s");

split timber
#

?

#

i need the end part i thought

#

cause it doenst know wat to put there

fast trellis
#

thats how I would expect it to look, try without just to check

split timber
#

k

worn granite
split timber
#

now its sayign C:\Users\andre\Desktop\BULLCOWGAME\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp(83) : error C4002: too many arguments for function-like macro invocation 'TEXT'

#

line 83

#

still

worn granite
#

FString::Printf (TEXT("Whatever here %s"), *ActualStringVariable); is well formed

split timber
#

thx lambada

#

this is the error PrintLine(TEXT("You have %i lives left", Lives));

worn granite
#

you have to remember to close the TEXT parentheses

split timber
#

do i revert PrintLine(TEXT("BYE BYE\nYour word was %s");
back to PrintLine(TEXT("BYE BYE\nYour word was %s", *HiddenWord));

#

?

#

yes

worn granite
#

otherwise the rest of the params you meant to push in the call to Printf will be interpreted as going to the macro

#

but the macro only supports one param

stoic ridge
#

Is there someone that has aldready published his game in xbox?

split timber
#

yea i did that

worn granite
split timber
#

nah on vscode there was error swully

#

squilly error

#

so i added )

#

and no error

worn granite
vale grove
#

I have problem when i attack and switch pose to crouch or crouch walk it restart the attack how can i solve it

#

How can i solve it

split timber
#

ik i copied wobbles code

#

from discor

#

but on vs

#

i changed it

#

i was j lazy

worn granite
#

Ah, the second form with the enclosing parentheses is good

split timber
#

yes

#

that was from discord as well

worn granite
#

but it's not PrintLine

drowsy snow
split timber
#

?

worn granite
#

Are you attempting to format with FString?

split timber
#

yes? i think

#

hiddenword is an fstring

drowsy snow
stoic ridge
drowsy snow
worn granite
# split timber yes? i think

So you want FString::Printf which will give you a FString that contains the formatted text.

If you're trying to log to the output log or screen, you can instead use UE_LOG or GEngine->AddOnScreenDebugMessage

stoic ridge
worn granite
split timber
#

ohhh it works

#

wat

#

i changed PrintLine(TEXT("You have %i lives left", Lives));

#

to ur thing

#

then compiles

#

do i change all my code to that?

#

or j that one

#

also, thank you very much for ur help 🙂

light thunder
#

I'm getting occasional complete crashes - I am talking my computer completely shuts off and reboots - I've got my fans to max and my temps have never logged anywhere close to the thermal cutoff for my 1080ti - it is happening when I am doing a loading event (again, not everytime) and using VR, which is increased demands -

from what I can tell, it's related to some memory error - that just makes windows DIE - normally I would check a crash log or start with VS and debug through to catch the crash - but for this, I don't have anything...

**I'm lookiing through my most recent log now - what should I be looking for if this is a potential memory issue? **

#

Here's part of the log - [2021.08.05-21.51.14:022][ 20]PIE: Server logged in [2021.08.05-21.51.14:028][ 20]PIE: Play in editor total start time 1.326 seconds. [2021.08.05-21.51.14:607][ 21]LogLevel: Warning: Failed to find streaming level object associated with 'None' [2021.08.05-21.51.14:618][ 22]LogSourceControl: Attempting 'p4 fstat -Or E:/LiveSimMainline/Content/Maps/CurrentScenarios/Scenario1.umap' [2021.08.05-21.51.14:626][ 22]LogLevel: ActivateLevel /Game/Maps/UEDPIE_0_SuburbanLevel 1 1 0 [2021.08.05-21.51.15:411][ 25]LogStreaming: Display: UWorld::AddToWorld: updating components for /Game/Maps/UEDPIE_0_SuburbanLevel took (less than) 22.54 ms [2021.08.05-21.51.15:772][ 33]LogStreaming: Display: UWorld::AddToWorld: updating components for /Game/Maps/UEDPIE_0_SuburbanLevel took (less than) 23.10 ms

#

I'm checking to find why that streaming level object says none

#

BTW this is the second time that the attempt to stream into a level has caused the level itself to be corrupted

light thunder
#

Anyone recommend some system monitoring software that I can catch these logs? I have HWmonitor but I don't think it logs unless I hit save log but I can't do that when it crashes before then

mossy tangle
#

I know, I know use static meshes... But where is the setting for the type of collision on a BSP? By default it has complex collision but can you set this anywhere?

ornate kelp
#

i can't for the life of me find the translate option

#

if i do that then he's floating in the gamemode

#

wait nvm he's not doing it anymore

#

you're a god thanks

drowsy snow
#

Did you mean licence, or attribution?

#

Oh, okay. I thought you're referring to the licence/attribution.

#

Because it's more common thing to brought up when it comes to assets in the marketplace.

#

In that case, yes. The only exception would be using original assets from other games.

nova kernel
#

Anyone part of the Easy Survival RPG discord?

#

the discord link thats posted keeps popping up with an error

prime willow
#

I return!

drowsy snow
prime willow
#

yeah Hoodie

#

i hate

#

sincerely hate using peoples assets

#

ive lost 3 weeks trying to figure out people assets from the marketplace

#

when i could of probably done it faster learning it from scratch...

potent goblet
#

haha

drowsy snow
prime willow
#

o.o i guess they just are way too complicated and pieced around all over

#

so i spend way more time trying to understand where each piece is and what each piece does than actually doing stuff

#

due to lack of documentation

drowsy snow
prime willow
#

yeah i want to build upon them and use them as foundations

#

but thats giving me a headache because of how confused i am x3

#

i might just use prebuilt stuff for simplier or more set in stone places idk..

#

and stick to creating stuff from scratch

latent sonnet
#

In my main menu my mouse cursor pops up fine but doesn't show up at all in the packaged game. Does anyone know how to fix?

potent goblet
latent sonnet
#

What are those?

#

And I haven't found anything so far but I'm still looking

potent goblet
#

Oh you're right, google does suck with finding the answer for this

nova kernel
#

how does one self update the Plugins from UE4 to UE5?

potent goblet
# latent sonnet What are those?

Basically, these are overrides (I guess that's the word?) for the cursor in-game. Mainly appearance I think. I think hardware is the better one but might not work in some cases like OpenGL? Anyway here's a video https://www.youtube.com/watch?v=3oSXhCeuu1Q

What is the Hardware Cursor and how do we use it in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

▶ Play video
drowsy snow
plush yew
#

It Hz when IP

potent goblet
#

I assume it worked? 😅

neon bough
#

i assume no

#

they're overrides, and the default ones should still work tho

autumn grail
#

If i get a copy of an element of an array of BP references , is this copy a reference to the same object?

buoyant graniteBOT
#

:clock2: dr.supervillain#6969 was muted for 5 minutes.

latent sonnet
narrow igloo
#

with all non-object variables, you can either get-by-ref or get-by-copy, but objects only have get-by-ref, but the node is labeled like a get-by-copy for some reason

prime willow
#

I am a simple chimera

#

i see pretty i am content

#

big forgives pls

neon bough
#

do you also see #lounge in your channel list?

drowsy snow
#

@prime willow @restive granite Please keep unrelated spamming to minimum.

prime willow
#

Gomen gomen, i'll do much better~

devout swift
#

I was about to say, for a second I thought I accidentally had switch to one of my anime servers

light thunder
#

Every once in awhile, not enough for me to pin down a pattern, when I try to stream in one of my levels and move my pawn to that location, it just doesn't work - I've tried looking at the event, but it's pretty straight forward - it does seem to happen when I try to hit NEXT level (to move them there) - I don't have a boolean to see if the level is loaded or not first - my question, other than the general help on this issue, is **do I need that boolean check

"I've gotten by so far but I'd like to see an example of how this 4.26

neon bough
#

generally it would be a good idea to only move there if you are sure that it's loaded

#

also did you eject from game and moved to the location to see whats up there? navmesh fine, etc?

drowsy snow
#

Also I just figured out that Female Mannequin has proportions closer to humans.

devout swift
covert summit
drowsy snow
#

TBH working with her gives me better reference for animating, more so than the beefy yet slightly disproportionate Manny.

plush yew
#

Does anyone have a tutorial to how I would go around making a 2d game, I just want to make a game slightly like flappy bird however its a rocket. Bare in mind I am very very new, thanks!

drowsy snow
drowsy snow
devout swift
drowsy snow
plush yew
modest trench
#

if it's still around it would be in the learn tab

plush yew
#

Ok thanks man

modest trench
#

probably fairly outdated at this point

plush yew
#

Yeah I will still give it a go

#

Have any of you seen the youtuber dani

drowsy snow
plush yew
#

I am trying to make a game like his rocket game he made for phone

drowsy snow
#

It was from the early days of UE4 anyway.

plush yew
#

if not then google it is

drowsy snow
plush yew
#

Yeah, I am aware he is a unity dev so things will be slighty different.

devout swift
plush yew
#

The thing is with fat dino is his projects are amazing a way to advanced for me to even know whats going on

neon bough
#

in my experience you don't need anything else

plush yew
#

I have tried to make a game for about a year now and I just give up 😞

drowsy snow
plush yew
#

All the tutorials on youtube are runner 2d tutorials

drowsy snow
#

Even I'm having difficulty recommending Epic's official Blender plugins, due to how it's tied to certain collections, which makes things messy pretty quickly.

devout swift
#

I see, what do you mean by "collections"?

neon bough
#

just make an export profile for UE4 fbx export to fix the axis and you are pretty much set

drowsy snow
drowsy snow
neon bough
#

i meant for static mesh

devout swift
#

oh I see, these things right?

neon bough
#

for armature, mr mannequin tools usually is the way to go

#

if you work with epic skeleton^

devout swift
#

i see, that makes sense, so far I've only used manny for my game prototype but I'm planning to eventualy model my own characters in blender and base them off the manny skeleton

#

the one thing I wonder is, can I make a dog skeleton based on the manny skeleton? or I'd have to start from scratch on that?

neon bough
#

i would do that from scratch, you don't have any particular benefits of using mannequin skeleton for it

#

unless your dog should walk on two legs

drowsy snow
# plush yew I have tried to make a game for about a year now and I just give up 😞

1/1/18 EDIT: Shuzo Matsuoka is a retired Japanese professional tennis player who does motivational speeches like this as a career and is a well known meme in the Japanese internets. HE IS NOT A JAPANESE FISHERMAN WHO ALWAYS FARMS ASIATIC CLAMS IN -10 DEGREE CELSIUS WEATHER AS SOCIAL MEDIA IS SUGGESTING. Sorry to burst some motivational bubbles b...

▶ Play video
plush yew
#

I just found a tutorial now

neon bough
#

that was the perfect moment to rick roll him

plush yew
#

I hope it teaches me a lot

drowsy snow
light thunder
devout swift
#

were you saying "never give up" on regards to creating a manny dog skeleton? XD

neon bough
devout swift
neon bough
#

yea it was free in april

#

probably that it's scaled to the size of the epic mannequin

devout swift
#

wow what a good memory 😮

neon bough
#

so that you don't end up with a 20m dog

#

it's noted in the description of the asset 😄

devout swift
neon bough
#

that it doesn't use the mannequin rig

devout swift
#

oh ok, which is expected, cool! I wasn't sure if that meant it was not ready to work in UE out of the box

neon bough
#

and even if you plan to make your own dog model, i would use that skeleton as base if you already own the asset, that way you can reuse the animations, which imho are really good

shut lantern
#

hey all!
Anyone got good sources for BP tutorials (ideally for UE5, but UE4 is fine)
stuff like creating RPG characters, stats etc would be awesome

echo oar
#

I'm guessing there are quite a few of us using Perforce over a VPN. How long does it take to do simple actions like creating a new material for example? It takes a minute or more for Unreal to become active again, it just freezes for 60 sec. while it "adds" this to the commit list.

#

I can't imagine that being normal

devout swift
#

yeah, those dog anims are fabulous!

echo oar
neon bough
#

wonder if they where made with mocap or manual rigging

devout swift
#

I have to say... a dog in a mocap suit... dont think I've ever seen that one lol

echo oar
#

ive done horses and a giraff

#

oh and a camel!

devout swift
#

WOW that's even cooler

echo oar
#

the camel was hard they ahd to bring in a female to entice him to act

#

if youve ever worked with camels

#

they are extremely stubborn

neon bough
#

which reminds of this https://www.youtube.com/watch?v=uFJvRYtjQ4c which is worth watching if you are into animal locomotion 😄

We present a novel method for real-time quadruped motion synthesis called Mode-Adaptive Neural Networks. Our system is trained in an end-to-end fashion from unstructured motion capture data, without requiring labels for the phase or locomotion gaits. The system can be used for creating natural animations in games and films, and is the first of s...

▶ Play video
devout swift
#

that looks very impressive 😮

neon bough
#

well, end of day you can get good results without all that neuronal network nonsense 😄

echo oar
#

Maybe not end of day. With a quadraped, maybe end of week 😄

#

Lots of complex body motion that we can only observe and not imitate so theres bit of a barrier. But yeah, good animators can nail that.

neon bough
#

also jpeg dog is one of my favorite memes 😄

shut lantern
neon bough
echo oar
#

while learning it really helped fill in some blanks

neon bough
#

actually he explains what something does, while others explain how to archive a goal using this and that, while this and that often isn't explained

shut lantern
#

hmmmm

#

I think I would love if there were more hands on explanations, like building a simple prototype game

#

i don't see that in Mathew's channel so far

echo oar
#

so, thats hard be/c that already includes a lot of asumptions that you already know how to do the other things

#

starting with, a prototype is still putting the chicken before the egg.

echo oar
#

its like being handed a book and not learning the alphabet first

shut lantern
#

I mean, I do have some basic understanding of the engine, went through a couple tutorials on building basic gameplay things

#

I have some experience with Unity, but am looking to explore projects by myself and want to use UE for it

#

the problem is that i've done those tutorials almost 2 years ago and haven't touched the engine since, so i'm a bit lost now

#

said tutorials have been removed from Udemy as well, which sucks

shut lantern
echo oar
neon bough
#

yea, you wont find a tutorial for more complex games probably because they would be weeks of video material

echo oar
#

start at the bgeining and skim through until you find what you need to learn. Picking where you left off after so long is always rough

shut lantern
#

yeah

#

i'm thinking of trying this:

neon bough
#

and get used to the fact that you'll redo a lot of stuff anyways because you learn a new way which works better for your project 😄

echo oar
#

theres a name for that

#

refactoring

shut lantern
#

very interested in learning those

echo oar
#

you wil l do it constantly!

echo oar
#

All I can say to totorials in general is try and find ones that use Unreal's built in systems. I see a lot of Unity cross development build systems from scratch that already exist in the engine

shut lantern
#

i have a few years of game design experience in the industry, but since i worked with big teams, the amount of hands-on stuff i would do on the engine is limited

echo oar
#

like theres an entire ability system built in

shut lantern
#

also it was (and is) all unity

echo oar
#

and i see so many devs ignore it

echo oar
#

unity has some tools

#

but unreal has a TON of tools

shut lantern
#

ye, i feel compelled to learn UE

echo oar
#

and its all about understanding where and when to use each

shut lantern
#

it feels like it will be a better investment

echo oar
#

long term it is

#

the ease of use and level of access make it prefereable to studios

shut lantern
#

short term the vast majority of game design jobs are in unity uhaha

echo oar
#

which means that what their hiring

shut lantern
#

but thats fine, i have enough experience with unity to keep getting those

#

i want to make my own stuff now

echo oar
#

well, i guess when i say hiring unreal i dont mean games specifically

#

unreal is in almost all markets now

shut lantern
#

yeah! unity is trying that too

echo oar
#

they just dont have the funding epic does

shut lantern
#

yeah epic is huge now

echo oar
#

they will not ever catch up at this point

#

not that the engine isnt capable they just wont provide the tools and support

shut lantern
#

i wouldn't mind being able to use the stuff i make in the engine for games to also make like scripted animations and/or cinematics

neon bough
#

sometimes it's better to focus on what you can do best, e.g. blender dropped their whole game "engine" stuff

echo oar
#

right!

#

and Blender is now kicking ass!

neon bough
#

and blender 2.9 is really a major improvement over 2.7 (2.8 already was with eevee)

echo oar
#

Blender isnt as robust as maya but the stuff it does, alot of it is comprable or better than Maya

shut lantern
#

hmmmm yeah

#

i'll check those out, thanks guys!

blissful trail
#

is there a way to get any dark parts of a material and change the texture depending on the lightness/darkness?

potent goblet
#

For an example

pliant junco
#

doing the particle system but the particle doesn't change colour even tho i changed it

potent goblet
#

Obviously you'll want to invert the texture (using OneMinus) before putting it into the lerp alpha if you want the darkness to have the other texture blended in

coarse apex
#

quick question, how would i make a smooth animation for a character? for example sitting in a chair, would I go into blender and make the animation and just guess the correct positions? also if i want my character to be holding onto a support railing how would i do that? i cant find a video on it so anything helps, thank you.

modest trench
#

Definitely check out the content examples animation section

drowsy snow
modest trench
#

Inverse kinematics to be specific

#

It just means you move bones to a specific location and those bones move connected bones up the chain

#

Say, feet being moved to look like they are standing on a slope accurately move the knees as wheel

#

It sounds fancier than it is

coarse apex
#

got it thank you guys! ill check them out now

potent goblet
#

It's magic

coarse apex
#

downloading that rn lol

blissful trail
#

im using a hierachical instance mesh to spawn "100,000" asteroids all with nanite enabled (would this effect performance much in play mode ?) in editor it only drops like 5 frames

midnight bolt
#

how do i change material instance icon from sphere to plane like textures, globally in editor?

pliant junco
#

anyone know how to make a lighting trail on my skeletal mesh like the flash have?

potent goblet
#

Take a look at that

pliant junco
# potent goblet

but yea wanna like add a lighting effect that trails my character and im having difficulties doing so

potent goblet
#

This thing

drowsy snow
pliant junco
drowsy snow
potent goblet
#

The whole content you want to look at is here

#

And I guess you'll want to know how sockets work too

#

You know what lemme find a video

pliant junco
drowsy snow
potent goblet
#

Yeah I just checked the video, oopsies

pliant junco
#

AnimTrails are sheets of polygons driven by particles, which are emitted from the Sockets (or bones) of a Skeletal Mesh.
(00:04) - Intro and Persona
(01:57) - Creating the Material and Particle System
(05:14) - Creating the Anim Notify
(08:33) - Testing and Tweaking
(12:41) - Changing the Color Over Life

A link to the wiki for further notes is ...

▶ Play video
potent goblet
#

That looks much better at first glance

#

Using the ContentExamples project too

drowsy snow
pliant junco
#

@potent goblet @drowsy snow is this anim sequence an older version of what we have in anim now?

#

is tht an older version of these?

#

or is it completely different?

potent goblet
#

It appears the interface has updated since 2014. Still, most things should be the same or close enough

potent goblet
#

It is the same asset type, yes.

#

You've screenshotted different animations, if that's what you mean instead

pliant junco
shell surge
#

is it just me or high res screenshots in UE5 look very bad?

hidden dagger
#

can someone give me some help
how do i make an actor do a specific animation when approaching it
i use get distance to and an animation bp but it always stays in idle

#

In the thansitions i use the value of the distance

#

but i think its because of the wildcard from simple ai but I have no idea what else to use than get player character

severe brook
#

Hello! I turned to ray-tracing mode and disabled all the functions to increase the FPS but when i open the project i have to every time to enter this function "r.RayTracing.ForceAllRayTracingEffects 0"... how to set it by default?

#

And what does this mean, I get it very often?

potent goblet
pale snow
#

hey guys

#

I'm making myself a soul-like ARPG project

#

i notice that in most ARPG game they have a very responsive input system

#

like

#

i can input attack attack dodge or something and the character play the animation sequentially

#

in my project I saw that if you input something while an animation is playing, that input would not be recognized

#

how can i make a input queue (or buffer) system like that?

#

C++ or bluprint is ok

clever axle
#

Hi guys! I'm trying to load a streaming level with LoadStreamLevel (by name) and that seems to be working but the Completed pin does not trigger. Anyone know why this is?

#

Or only does it if I block on load

potent goblet
# severe brook GTX 1660 6gb

Damn. Well you can try checking the log for what happened but other than that it's a tricky issue to solve it looks like. Driver stuff probably.

hidden dagger
#

Please someone help me i've been stuck on this for 2 days now

hidden dagger
#

I have no idea what to do now and its frustrating

unreal temple
#

Hello guys does anyone recoginize this error?
I've been having this issue for two days now and can't find a way to fix it

plush yew
#

Also, you're setting the distance but then what are you doing with that variable?

hidden dagger
#

one second

#

when enters attack animation

#

and this when it goes back to idle

#

but i dont think it gets the distance right because of thw object wildcard from simpleAI

hidden dagger
plush yew
#

Well sorry, but I'm really rusty with using the animation blueprint :(. Wouldn't want to say anything stupid or misleading, Hopefully that extra info should help if anyone else helps

hidden dagger
#

Alright no worries thanks for trying👍

pulsar ruin
#

What are the topics of mathematics,physics that I should cover for programming games, especially in the field of animation and movement, for unreal engine?

frozen stratus
#

Anyone had problem with Bridge where Bridge says export successful but UE receives no files? I have this weird situation where I can import something to UE once, or if multiple files then only one of the files go through, and any further export from Megascans says it is successful, but UE fails to receive. If I change new project on UE I can again receive one asset and after that it doesn't work

#

It was working perfectly before. I have no idea what changed

winter wedge
#

well well...

covert summit
vocal herald
#

How do I disable Error/warning popouts in Editor? Don't say "just fix the error"

severe brook
#

What does this mean?

modest trench
#

seems like you have virtual textures disabled while trying to use one

severe brook
#

is that right?

modest trench
#

no idea!

#

I'm just reading what the error says

#

no what you are doing and I'm not sure how virtual texture assets work exactly

#

just enabling them and seeing what happens is probably a good start

severe brook
#

ok

plush yew
#

Why do i get this error when i duplicate the level?

thick herald
#

@hidden dagger You'd be better off doing that sort of thing using AI Perception & Behaviour Trees check out Ryan Laley on YouTube 🙂

real vector
#

Guys I've a sequence render problem. I've created a sequence on the level. After that I've saved the level as a new level and removed all foliage then applied procedural foliage. But now, my sequence renders isn't working. All cameras and keys are at their places as they should be, but when I render, it only renders a 5 sec video with the camera at the start location with no movements. Any idea about why? Working on UE5 btw

modest trench
#

Kudos for posting your solution

plush yew
#

Guys, how difficult is it to convert a simple singleplayer game in UE4 to multiplayer?

#

The game only containing things like combat, experience (level system) and inventory

drowsy snow
plush yew
#

An overview of the essential concepts for writing multiplayer game code in Unreal, in under 25
minutes or your money back.

Sample project: https://github.com/awforsythe/Repsi/
Patreon: https://patreon.com/alexforsythe
Twitter: https://twitter.com/alexforsythe

00:00 - Introduction
01:24 - Net Mode
03:33 - Replication System Basics
05:13 - Acto...

▶ Play video
plush yew
drowsy snow
plush yew
#

Shouldn't have said that, now I'll bother the guy to death with questions 😅

drowsy snow
plush yew
#

Btw, how bad is the resource respawn system I made?

atomic meadow
atomic meadow
wise trail
#

Silly question but as a category would you lump sound fx in with fx? Say for organising a project for example. I imagine its up to developer as well just curious what other people do.

drowsy snow
wise trail
#

Yes

#

Thats exactly the kind of thing im looking for

#

I'm a bit green so im trying to keep things as simple as possible while keeping things up to standard.

regal mulch
#

When working with SoftReferenced DataAsset, does one move the data from the DA over to the Actor (so have properties duplicated) or does one save a softref to the DA and pull info from that all the time?

wary wave
#

we don't soft reference data assets, we soft reference things from inside data assets

regal mulch
#

An example would be the Slot an Item should be in. The Slot is defined on the DA, but should i have another Slot var on the actual ItemActor?

wary wave
#

sounds like an organisational / hierarchy issue? I don't see why the data would need to be duplicated in this instance?

regal mulch
#

Me neither, despite the fact that the DA is SoftRef, which I won't change

#

At least not for initializing

#

Could keep it loaded in the ItemActor afterwards

plush yew
#

@regal mulchCould I have permission to share screen?

#

We're discussing blueprints and it would be really helpful 🙂

drowsy snow
glacial frigate
#

Hi guys

#

How would I go about making an nft game?

#

I know how to make a game it's just the code for the smart contract etc as well as multiplayer I'm not sure on

drowsy snow
glacial frigate
#

Understood

#

Where would be best to discuss it. We have a smart contract created 😊

drowsy snow
glacial frigate
#

Understood

sterile lichen
plush yew
wary wave
#

it's almost guaranteed you'll end up rewriting most of the game code

plush yew
#

whats the proper way to cast here?

#

aaah ofc

native tulip
#

i think you can also use get player pawn

clever axle
#

Hi! I have a master level that includes my sub levels. If I do get actor of class on something that is in a sub level, I'm getting none. How am I supposed to work this?

steel charm
#

hi i have a question regarding the houdini plugin for unreal engine

#

slideFX announced that devs would now be able to use the unreal plugin for free, would i be able to use the plugin on their houdini apprentice application ?

plush yew
#

Anyone else wanna join in voice? we chillin

pliant junco
#

What does a texture stream poole mean?

drowsy snow
rapid spade
#

hey is the unreal engine game jam just for unreal user not for unity users??

wary wave
#

...what do you think?

potent bridge
#

How do I remove the camera moving closer to the player when going behind a block?

#

uhh. pulled it off, no idea how

rapid spade
#

i am a unreal user

drowsy snow
drowsy snow
pliant junco
drowsy snow
plush yew
#

Yo ehm, how would I create different skills?

#

As in, what type would a skill be in blueprints, for example woodcutting or smithing

#

I would obviously need some SkillsComponent storing all the skills of the players, but what type would the actual skills be?

bright tulip
#

is there anybody who submit application for Megagrant?

#

mine keep fail to submit with those red errors

woven elk
#

Hi guys, Im pretty new to Unreal. Tried to turn on AO from the postProcessVolume by using the starter content starter map. Nothing happens. Did I miss some steps?