#ue4-general
1 messages · Page 1045 of 1
yo dudes i accidently pressed a button and my windows bar is gone in ue4
How do you guys get textures from blender to Unreal Engine
If i want this model with textures to Unreal Engine. Do i bake all of the materials and add them in unreal
Or how do i get them into unreal because normal exporting doesnt work. I found out that I have to bake them but do i bake materials which has only emission and base color or material which has only roughness and metallic with black color
like thise
Or do i make the emission inside unreal? Also what about if i have all parts joined. Do i make them seperate so i can apply the materials?
I keep having a packaging error and this is the output log, any help?
Anyone had any exp with adding third person controller free camera rotation and adding movement to the pawn properly? seem to have some weird issue with adding movement inpuit
nvm solved'
Do we have a built in enum for ue4 thats for cardinal directions by any chance?
If I wanted to compare whether the actor leaving the box is a child BP of this class, is this the correct way of doing it? For some reason only some child BPs work and others don't.
How to get UV coordinates of a pixel that is rendering right now in material?
When you say cast it to yourself, you mean cast to that BP? What would I use as the object then?
@plush yew If I create a child of vehicle, like you said, and call it BP_Boat, and then duplicate that BP and call it BP_Car, is BP_Car still considered a child of BP_Vehicle?
So this is my BP. If the object enters the box, add points to the player and destroy the actor but ONLY if its a certain actor. For some reason some children BPs still wont register.
@plush yew
I mean if its a certain actor class*
Anyone experience where meshes are turning black?
How did you solve for it?
So am i
@plush yew Look at my BP I sent, its only a couple nodes. I did what you said about casting it instead and it still doesnt work.
So I have materials that are fine on one side of my scene but on the other side they are not
I unfortunately can't, (confidential project) but I think I figured it out based on the shading model it is defaulting to.
Using Is Child Of worked, thank you!
How do I decide which HUD widgets load? I want my ammo widget to load on top of health effects for example
how can i fix this Invalid Simulate Options: Body (BP_BaseCharacter_C_0.CharacterMesh0 ddadada) is set to simulate physics but Collision Enabled is incompatible
ok
when i do that ponkkis look what will happen
that trail is my
Does anyone know how to change the roll of a spline? Like bank a turn of a rollercoaster?
click on the spine points you want to adjust 🙂
When it does that it only lets me change the yaw and the pitch. Am I missing something obvious?
Is there a way to make UE4 utilize my hardware better through like its settings?? I have a AMD 5900X, RTX 3080 and 32GB. When I build my level the Cpu hits 100% but my gpu barley hits 30% and only 18gb ram is used on average
cna someone link me to an asset pack that is using classic texture atlas, not in a minecraft way that is only mapped to cubes? im thinking about tiling materials etc, shared in a 4x4 tile grid for example
@brisk urchin there is GPU light build plugin for 426 i think
I want to invert selection of just the actors on a level (all my other levels are marked as hidden) can I disregard this warning or will it make all my other levels visible and attempt to select their actors?
this only popsup when you have a big selection of actors, like 500+ or something
so just continue
you can always ctrl+z
Thanks, I'll search for it.
@midnight bolt i did a search and found this plugin called GPU Lightmass. That it?
Also, I'm guessing that with UE5 you wont need the above since lighting is done with Lumen? 🤔
i have never tried it tbh so i cant help
its sort of ridicolous how backwards UE4+ is on plenty of things
imagine thinking you need the latest GPU to build faster than any CPU in the past 5 years in demand
no need to fanboy stuff, unity had gpu lighting for a very long time
eats popcorn with fully dynamic lighting
Hello. Does anyone know how to get foam in fluid simulation working.
no need for gatekeeping. you might wantt o use dynamic lighting at all times. others can't/won't. it's not perfect solution, get real
I wish Unreal would require every C++ feature to also have a corresponding Blueprint feature. So many new stuff, like Gameplay Tags, GAS, Data Assets require C++ for 100% functionality 😦
why do i get this error when i duplicate the level?
Priorities though. Exposing everything through a usable BP API isn't instant
any reason for this btw? because in ue4 this is quite counter-intuitive
How do I force to show the mouse cursor?
Yarp, but there is stuff that *could * be exposed that would make life easier in BP.
It's not as simple as making UPROPERTY(BlueprintReadWrite) or UPROPERTY(BlueprintCallable)
can anybody help me?
Can I not cast from one level to another?
Wanna get my score from one level to another level(game over screen) but the cast fails
is there some way to generate collision for corridors or hallways that works? none of the options take the interior into account.
would each wall need to be its own object? or just all the walls for that map
I have a BP that acts as a particle system for a leaf emitter. Is there a simple way I could have trees automatically place one when spawned or painted in the foliage editor? Currently I hand place them around the level after painting in the foliage.
Web search "Unreal static mesh pipeline" and read the doc page that comes up.
why do i get this error when i duplicate the level?
thanks, hadn't thought of making the different parts of the room their own objects and I'll check that documentation out.
hey I have a problem, I sent my project which is on 2.24.3 version to my friend. He has 2.26 version and gets this message. Whats the problem?
anyone know what i need to change to fix the height of his foot? Im doing IK right now and i think im mostly done
a guess would be trace height on the foot.
where would i change that?
...wherever you are tracing?
assuming you are using a trace to get where the foot should go
i use powerik
its free and stupid useful
you can pick heights for how high youll adjust your foot and set which direction the feet arms etc bend
yea i have power ik but i just want to know this way of IK as well, also i dont think power ik works in ue5 yet so when iget there i dont wanna learn a dif way lol

its a copy from the content examples but it doesn't work?
I (still) used Basic IK Control Rig node for the IK stuff. Still didn't see much use from Power IK plugin
Though I highly doubt doing IK in actor BP is easy on performance 
im pretty new to this so honestly idc about performance right now, just want to see if i can get it to work
Yeah, IMO anim BP and CR BP has cheaper overhead compared to actor BP
the example doing this in the character bp is so weird
like why not just do it all in the animbp?
because i dont know how lol
How do you fix the Serial Size Mismatch for a Umap Asset?
I'm not really talking about you as much as this example, oh well
gotcha lol
Power Ik implementation? shoot me a dm ✌️
Is there any reason why objects that are too far away from the map center may stop having collision?
and if yes, any workaround?
Because floating point error screw up any physics and collision detection calculation (I think it's further from 20 km or so).
The only way to mitigate that is to use World Origin Rebasing, with the expense of the lack of multiplayer.
How do I get the numbers to display over the damage effect? They are seperate widgets.
Well there's a couple things here
1st- Is there no other way? this is a game with multiplayer i'm modding and this issue is really breaking my maps because the spaceships don't have collision
2nd- These exact maps worked fine with collision in 4.22 but now they don't in 4.26... was this intentional?
increase the widget's Z Order.
thought it might of been something stupid simple, ty
I knew it's about multiplayer when people ask about large worlds...
Well it's a map where i'm using the atmosphere function to try and have space and ground in a planet
it's not even that big
i reduced the planet's radius to like 60 or so so it's really tiny
but the star destroyer and the space station don't have collision and idk how to fix that :(
same exact map worked fine in 4.22 btw (just with a shittier planet and no atmosphere function) i just ported it over
i am new to unreal engine
heres one more question, is it possible to vary the font size without having multiple HUD components, say an ammo counter, big 12 for ammo you have, and then a smaller / 72.
You can, using Rich Text widget (though the setup is more complicated)
Hi all, anytime I try to create a project with Ray Tracing enabled my computer begins letting out a long sustained beep after a few minutes of loading, which I usually associate with heavy renders out of Blender or Houdini that are taking up too much resources. any idea how to approach Ray Tracing in a way that avoids this?
Or in a way that I can simply use it at all
Maybe your thermal problems in your GPU?
hm what sort of thermal problems might pop up in a gpu? Thanks @drowsy snow
it's a 3090 so I assume it should be able to at least open the project
is that evga 3090?
@sleek solar no, FE
why does foliage disappear randomly with pathtracing?
Try checking the hardware sensors with HWinfo while you're doing heavy workload.
Hey, why should I use event dispatchers over just calling the event?
I have to create a reference to each actor anyway
I activated that option, it didn't change anything
Wait, I assumed you're using World Composition
I'm not sure i know exactly what that means but i went into the world settings, checked "world origin rebasing" (which forced me to also check world composition or it was greyed out) then tried again and the space objects still lack collision
Also i should mention when I say they lack collision it's odd, because they collide with bullets and the camera and even the player, just not with the vehicles (even if the meshes are set to blockall, also if i lower the mesh from space down to the ground they do collide with vehicles)
this is a bizarre issue
Hi, i have a problem and i can't find a solution, when i import my mesh and materials from blender to unreal engine, some parts of my mesh are just darker for some reason even though they have the same material, i duplicated some parts in blender since i had to use differenr parts twice etc. and rotate them around etc etc and some of these duplicated parts are darker in UE, but in blender in rendered mode everything looked fine and they looked the same
Probably bad normals 🤔
(by normals I mean the face normals, not necessarily the normal map)
um so you mean i should recalculate normals in blender?
Yes, see if you can spot the bad normals in Blender.
it could also be an issue with import setting inside UE, try reimporting mesh with different settings
or maybe when you exported from blender to fbx, you selected wrong options
ok i will try, i am new to UE and also blender its for a very important school project, which might determine if i go to college or not lol
The saber itself could be a simple emissive cylinder, and the trail effect can be achieved with Cascade or Niagara.
@drowsy snow thanks bro u just saved me a lot of stresss, i recalculated the normales in blender, seems to have worked, i might have to ask you again in the future for some advice 😅😅😅
well, 0 multiplied with something is 0
try making it just a liiittle bit grey
also you may want to plug the color node to your base color material attribute
but that depends on what kind of look you prefer
i closed
the my blueprints window
how doe sone open it back up D:
now i cant see my functions and variables
Anyone in here tried pixel streaming your project? If so- what hosting service did you use and was it super expensive?
i am looking to hire someone who can make mods for unreal 4 do you guys know where i might be able to go for that?
Maybe depends on what you're looking for. I've used Fiverr and Upwork for some things for UE4. Other than that, you may reach out to some of people who build and sell content on the marketplace.
nvm i fixed it
looking for custom mods
hey I have this problem idk how to solve, in my animation bp i have my emote -> control rig -> Output Pose and the problem is when I set the alpha to 1 the feet dont lift up but the IK works, when I set it to 0 the IK doesnt work but the feet lift up
More advanced than I have ever hired for- but you could try your luck at posting something on https://www.reddit.com/r/gameDevClassifieds/
thank you :D
No problem. There is also a job board on this discord channel. Try #freelance-jobs or #hire-a-freelancer
I've never used them though
What do you mean by mods for unreal 4?
like custom models to replace other modes
Like making mods for games built on Unreal?
yea
Injection, or does the game have mod support?
Ah, good luck with that, modding built Unreal games is not an easy process
not sure new for me so what ever works
Not to mention, this server does not support modding any games, Unreal Engine games included.
Consult to your game's modding forums or other UE4 game modding forums.
Anyone in here tried pixel streaming your project? If so- what hosting service did you use and was it super expensive?
What do you need pixel streaming for?
Usually when you're at the point where you need pixel streaming cost is not a concern
I've got a prototype that I want to push out via a web browser. My beta users will vary in number from 1 to maybe 500 at a time- likely no more than that.
Don't bother, just get them to download it
That expensive huh 😦
More like waste of time and resources
It's way cheaper to host a file for download as opposed to setup a server for pixel streaming.
It will also be expensive, running 500 simultaneous gaming computers in the cloud is not cheap
That -expensive- time consuming huh 😦
Wait, this is an Epic Games coding software?
This is server for Unreal Engine developers.
The same engine that brought you Fortnite.
Blah- It's for a setting where a presenter will ask an audience to participate- so having the audience download in the middle of the presentation may not be super high success rate. I think many would just not download. If it was browser based, I think it would have higher participation.
Might go to unity then 😅
lol why
a man must have principles
What's wrong with Epic Games lol
Fortnite bad. But, technically speaking it's a well built game
Fortnite was the second worst game that I ever played
Also the devs of unreal use the games they make on the engine to test and improve it. I don't think unity does any in house stuff like that
does it need to be a fully rendered 3d game on their phones?
Next to one of my own design
Most will have laptops
But no- it's more just a scene or two that has some interactivity
Your preference is your oyster, I'm just living on it.
IMO, I would do this in Unity WebGL if you really want this, or the deprecated community-supported Unreal Engine HTML5 fork
There's one guy who touted his HTML5 build fork of UE, but seems it kept behind close doors until he get the MegaGrants. Might be wrong tho
Sounds fishy
Well riddle me this, why can't both be used to code a game?
Dont have perms to talk there is there a way to gain access
What am I looking at
comparing the PUBLISHING LICENSE and Creators LICENSE
Sorry, I've never tried. Might want to message one of the mods.
The unreal engine licenses
Unreal does stuff other than gaming. One of the licences is for that if I remember right
I'd like to make a game, but I don't plan to sell
Ah, you likely don't need to bother with licenses, unless you've got a few mil in the bank ready to make the next big game
Also you don't really need to care about the licence if you're making a free game
In essence I think
you don't pay anything until you make +$1,000,000 gross rev anyways?
Not exactly a free game, more of a personal game for a couple friends
Isn't it like 2 now @modest trench ?
Dang it, how am I gonna afford all this Caviar now?
you have nothing to worry about from licensing here, you are free to use the engine to make a game for your friends
well, i think you still have to inform epic about your project
Nope, only if you make over a million
it's just that you don't have to pay any license fees
Do you even have to make them aware if you just post it somewhere for download?
i think thats part of the license iirc
If it's free to download that's under the creators license
Would anyone like to help me and my friend on the basic code?
Just checked, you're right. but only when you actually get any income
"When you generate revenue from a Product or Distribute it to end users, you must provide Epic with advance notification at unrealengine.com/release, as early as reasonably possible, including the name of the Product, the format of distribution, unique Product id (where applicable), and the distribution channel(s). However, no advance notice is required for Distribution of Non-Engine Products."
We need to walk before we can look lmao
Oh right I forgot how confusing the license stuff is. Basically if you plan to distribute it to the general public (which you will if it's a game) go for the publishing license. You can change the license (or choose both) later on anyway
And it really doesn't matter for your case
Just go for publishing
I can't type here
Take a look at #instructions
message them directly
Message as in DMs :)
There
Looking to see if there is a decent workflow for working with 'prefabs' in unreal.
Turning grouped items into blueprints work, but then there's the issue that they can't be be individually modified without editing the all instances (or without creating a complex architecture). It's also incredibly slow to work with when there are a lot of child actors involved
I see there are a few plugins in the marketplace, but they don't seem to have the best reviews/support
Is there a way to check the performance of a script? I am looking for a way to check how costly things are. Is there some sort of tool for this I can look into?
Use the built-in Unreal Insights.
is fog with path tracing broken?
also stat uobject
hi evereyone, how to fix this issues in unreal 5, coz im double check the modelling and there is no flip dan double mesh
how do i dm the manny bot it wont let me
Make sure you enable DM from servers.
guys i'm looking to drop small fortune on unreal plugins, any advices about absolutely must have ones are welcome
so far got adviced to grab Electronic Nodes so tell me what u think about it aswell
Electric Nodes is purely editor cosmetical and not going to affect your game end result in any way. You can buy it if you have extra money to spend, but in practice, I don't think it's worth it if you're care more about the end result.
Thank you for your input, which plugins would u reccommend?
i'm going to be in for a long haul (estimated time for my project to be finished is 2 years) so if i'm going to be innit this long, i want to make it as comfortable as i can.
Largely depends on your project's needs and scope.
well it's 3rd person rpg, something close to genshin impact - as for scope, 2 years estimate
it's just there's so many plugins, i just assumed if there are some that are absolutely must have, community would know here
Recommended? Yes. But absolute must? No.
I see, which ones are recommended then - one i'm using almost everyday is sorting plugin that makes horrible blueprint connections straight (Graph Formatter), that's why i thought electric nodes would be usefull when someone recommended it.
you can mix and match, i would say it's even preferrable way of doing things.
Hello everyone I would like to know please if I start using the BP can continue with a part in c ++ or you have to choose one or the other or can you mix the two ?? thank you
So for example if I use the maximum of BP and if my games are very complex I can simply add C ++
??
That's the wrong way to approach a problem. My advice is, don't spend money for solutions you have no problem for, you may later on regret it if you change the direction of your game or maybe even cancel it, or some plugins get discontinued meanwhile, have bugs or don't work with newer UE versions, or some tools get built-in counterparts, or there becomes a better alternative available etc. etc.
@cedar galleon but the thing is, the experience i had with productivity tools lite and Graph Formatter was that i didn't even knew that i had the problem but once i started using them, my blueprint writing times significantly improved, also times where i would sit and watch blueprints, not knowing what goes where almost dissapeared.
Ofcourse i'm also wary of plugins becoming derelict, that's why i'm looking to spend money on plugins that will probably help me even if i don't know that i need help, in a way PTL and GF did.
As i see it, If you didn't know you had a problem, then you had no problem, because in this case it related to time available to you. If you had the time available to spend on blueprints it was not a problem. And if you had time-constraints your natural problem solving intentions would direct you towards searching for a plugin that solves this most obvious hurdle.
@cedar galleon i disagree, i was just spending hours (even days) organizing blueprints and files because i didn't knew any better, that doesn't mean it wasn't a problem even if i had the time to spend on those things, it was time that was lost since i didn't knew automation tools like these existed.
if i didn't listened to someone on facebook who said that these two plugins were absolutely must have, chances are, i would be doing all that stuff by hand up to this day.
The problem is that the 'time lost' argument is so un-ending that it only really matters from experience if there's an external limit set, not one that you take out to compare arbitrarily when some commercial offer suggest to do so.
This is my experience, but maybe you have a different view on all of this
They can be mixed, and apparently most big games do use a mix. C++ is good for base classes and I believe special functions?
And if you had done this for a while you likely would have noticed your slowness and likely turned to searching for a solution to it (which is the natural reaction) so you would likely have purchased it then (after you noticed you had that problem)
@cedar galleon Yes i understand your sentiment, i just disagree with it being right way for me, since i don't think i have either enough experience nor time to discover every time wasting problem or plugin i need by trial and error, I prefer to stand on the shoulders of giants, so by my logic if there's a plugin that atleast 50% of community uses, then it's more likely than not that it will be useful for me. too bad unreal market doesn't have sort by popularity option.
Ok, in this case you're relying on someone elses judgement about where your problems are. That's your choice, good luck (not sarcastically)
@cedar galleon more like " I rely on someone elses judgement and solution on most common problems" - since i wouldn't call organizing files in folders and blueprint connections "my problems", i'm quite sure it's as general of a problem as it gets.
but since i was inexperienced i didn't even knew about that simple general problem.
The problem here is that 'most common problems' might not be your specific problems. In your example they are, that is somewhat a happy coincidence, which is what i was arguing about. But i think we don't have to go furthere here, i just wanted to make you aware of something i learned from experience but your view on this is different, which is okay.
@cedar galleon yeah, honestly it might have been miscommunication from my side aswell. when i asked for "absolutely must have plugins" what i meant was "plugins which solve most common problems that engine has on a very basic level that almost everyone encounters (just like sorting blueprint connections)".
and not " specialized plugins that are aimed to solve very specific problems that very few developers might encounter depending on what they are developing". i guess i should've been more clear about that, so my bad.
Hello, so basically, last month when I 1st tried unreal engine, I chose the 1st person template for making a game and have made some maps, however when I went to youtube looking for tutorials on making a shooter game, they all told to use the 3rd person template. How can I move the files from my 1st person project to the 3rd person one?
Does anyone know a really basic uv wrapping tutorial and bringing it in ue4 and texture it? Cant get my head around it. For blender
Can anyone help me with a widget issue
I am following a tutorial on how to make a 2d game
its awful but it teaches me so thats good
however the piece of text at the top that states ur score overlaps its self
I can show you what I mean but I can't explain it
I will get a photo now of it
You can see at the top
it overlaps
I looked back on the tutorial and am unsure on why this is happening
Alrighty will do now
What part sorry? The graph or the setting of the actual text
Oh ok U know
I*
This it?
Sorry if its not I am a noob lol
Is that in the graph?
yeah ok
It is then
It only said 400 because thats the score I got lol
I didn't make it so the obstacles kill you (yet) so it can just got forever
Ok
I will post the pic now
Ok
Sorry, how do I get to event construct. I am new lol 😅
how can i make these white walls invisible?
I used to know
I used to use ue4 ages ago
There are loads of tutorials on how to make invisible mat I think
Unreal Engine Tutorial INVISIBLE WALLS are EASY to build and often used for level design! More UE4 tutorials: https://www.youtube.com/watch?v=iPN2hWzfmP8&list=PLOWZMlyrJzvSXZiRo9dT1cwgLLiErlFCf&index=0 Subscribe for gamedev updates: http://bit.ly/qubodev
Ok I will have a look now
Ok I found it
Do you want me to take a pic of it
just the list of stuff on it
ok
Is this it?
Sorry again if its not
oh I see ok
Sending the pic now
oK
Ok*
Only 2 times
They were at the exact same time
How do I break point it?
I will be dead honest lol I have no clue aha
oke thanks
I got this
I have no idea what it means lol
Or if it’s just a instruction
Ok will do now
I have no idea what all of this means
So where do I use the breakpoint?
Ok when I played it stopped me on my print sting
So what do I do know to fix it
But I don't know what it is?
But I am using the breakpoint on a print string
So do I delete the hide restart button thing
yep
But how do I find where it is being made 2 times?
Alrighty
loaded up my map and all my landmass blueprint brushes broke and no longer affect the heightmap - is there a way I can reset them? new blueprint brushes also don't affect the heighmap anymore 😦
Is there any free hosting for the Unreal Engine server?
Hey guys. Anyone knows how to put a price of a item at free on the steam inventory side? I can only put as 0.01€
ue4 crash after deleating assets?
it sometimes happens yes
especially on large files?
its a bit random, can be any file. but if there is code/blueprints using it, it tends to happen a bit more often.
As in dedicated servers? Because if so not to my knowledge, they are usually also pretty expensive to host and thus not a very viable option for most people.
after deleating physics asset it happens. Bloody hell lol
Is there an easy way to get all colliders to show up after you press Eject in the editor?
Thanks! Is there an editor preference to go with this as well? (To always have colliders visible?)
Tried searching, but perhaps I used the wrong keywords...
Not sure but doesn't it default to on if you leave it on? Also you an access it (and some other settings) from the Show menu
Interesting... it's glitchy for me... after using the shortcut, I see that the menu option is checked... but next time I hit eject, they're still invisible... yet the menu option is still checked... hitting alt-c did nothing... hitting it again made the visible...
and it always does that on every eject... so seems bugged 😦 (and I'm using 4.27)
Hello frnds i am having a werid problem. I am using 4.26 from source code and after creating a cpp empty class when i try to open the .uproject file it showing "engine module out of date. . . Trying building from IDE"
After I search on Google i cme across this post on Reddit
https://www.reddit.com/r/unrealengine/comments/nhmsm2/engine_modules_are_out_of_date_and_cannot_be/?utm_source=amp&utm_medium=&utm_content=comments_view_all
There is a person saying it has problem with path and also i have run the command which i am not getting . Please help .
3 votes and 10 comments so far on Reddit
Does anyone else have a issue where loading a level and than loading another level will cause the game to just not accept any more inputs?
I have a widget blueprint (GameWidget) which has a variable (eg: money) that is binded to a text and increases each time I click a button and I also have another widget blueprint (ShopWidget) that has a textblock that I want to bind to my variable so it can display the amount of money I have but in the shop blueprint so the player doesnt have to go to the GameWidget to see the amount of money he has and goes to the shop again, I tried casting to GameWidget but Im not sure what I should put in object
hey guys i have a trouble start the engine its never happaned to me
each app of ue have ("0xc000000e")
the editor , unrealversionselector , epic games launcher and much more
Im pretty sure that is more of a windows problem more than it is a problem with ue itself
does that problem happen to other apps unrelated to ue too
did you reinstall epic games launcher
Hey can u tell me about my issue that what type of path changes i must do?
does anyone know where i can find a server for the game unreal
lot of times yes
What could cause a tag name to suddenly be None?
This usually prints the same as the debug print node...
Guess I should have asked in #blueprint
Great... how the heck can I find the source of this?
literally zero google results
hey guys i have a question to ask. lets say i made a city model in blender and i wanna put it in ue4. Would i need to put collision and other stuff in there?
@pliant junco You should just add that under FBX
so i can just import onto blender and boom i dun need to fix anything?
hi, I played around unreal before and built small games with it but only hobby projects. I haven't touched the engine for 2 years now and I'm thinking of re-learning the engine. Should I download 5.0 or should I stick with 4.26?
from what I understand, ue5 is not recommended for anything but testing atm
hello, i imported an object from blender, which i already UV unwrapped, but it says it overlaps 1.9 percent in UE4. IDk how to fix this
alright thanks, guess I'll just stick with unreal 4 for now.
Hi guys ! Do you think it is possible to create a system which can switch runtime between a 3D character and a 2D character character (a sprite, indeed) ?
I was watching some vids of Dragon Ball FighterZ and Guilty Gear Xdr. It's 3D games but with an ashtoning illusion of 2D. Really, it super nice ! But I always found that it lacks a bit the charm of an old-school 2D anime sometimes, mostly in the facial animations. Apparently, Arc System (the dev team of these 2 games) use 3D but also 2D for some effects. So I was wondering if it could be possible to create a similar system to Arc System's but which can switch with a 2D sprite some times. Not always but let's say during some short cinematic close-up, for example... 🤔
It could be so nice ! 😍
I'm not sure what you're expecting, but I'm also sure the answer is no
Would anyone know how to stop certain Destructible Meshes from breaking that have impact enabled when they aren't actually hit? For example, the door and the window have Impact Enabled as I want the player to be able to smash stuff into them to break them. If I hit either with my hammer then they break as one would expect but if I say, take the TV and throw it into the window it causes everything "touching" the walls that have impact enabled to break. I tried setting the Damage Spread to 0 for the walls but that doesn't work. Not sure exactly why this happens only when something "impacts" the objects.
Does anybody know where i can find how to render a scene with multiple gpus? i have an rtx 3090 and an rtx 3080 and i want to combine them for faster rendering if its possible
Was it an answer to Szopu.cpp or to me ? ☹️
the other guy
oh, ok ^^
I don't know what i have done but now my inventory widget can be dragged only one time , after that its stuck on the screen and when i open it again it opens a new one
and they are both stucked , not movable and objects not clickable
i don't what code share
No code share = No way to help properly
go back through the tutorial and compare the code to theirs
I have fixed the half part
i changed "add to player screen" for "add to viewport"
i juste came back to
now the second widget appearing is draggable and clicable and works well
i don't know why there the first get stuck , and a second appear
@drowsy snow I'm doing sequencer image exports - does premiere automatically compress them, because I can't have 1.4 gig clips just laying around all over my PC
can somebody please help me with a pretty simple issue? its in #blueprint
Hello guys. Have a problem and need help. After opennig an asset its thumbnail turns white. If i try to adjust this white thumbnails i can make it like at the screenshot. Its shines ...have idea how to fix this?
Anyone knows how to solve this? https://answers.unrealengine.com/questions/605839/possible-to-automaticaly-reorient-the-translation.html, so needed!
The answer is no, gizmos will face one of 2 directions. Either world or local, in the viewport top right there is an icon next to the transform icons. It will either be a world or a box respectively.
How do I get the details of a custom event
What do you mean?
I will send a photo now
You can see in the bottom left, I don't have the details
How do I get them
Because I want to change the custom event to a float
There should be an option to bring up a details panel under view or window probably
Is this a thing still? I can't find it - Since component cannot be inherited in UE4 by default this needs to be enabled. Just go to ‘Edit’->’Editor Preferences’ and search for ‘Blueprintable Components’. Than check the checkbox and
probably not
so how do I make a component a parent of something?
say it's not a scene component and can't be attached
what am I missing with streaming levels? no colliders work... but if I copy and paste the streaming level content into the persistent level, they work
#ue4-general Hi, quick question is it possible to use Unreal BluePrints as standalone GUI Program for different languages - JavaScript,Python etc, to handle it into Visual Coding Blocks ?
youre going to have to setup a whole bunch of stuff
but yes you can definitely do that
via filters or post process systems that switch between current parts of the game
you can find pixel post processes on the marketplace and than setup standard guilty gear style artstyle which has many tutorials online for
via blender unreal etc
I have made this grenade and it can be thrown and then explode but it doesn't destroy the ai pawn. Does anyone know how to fix this?
Update. If i create new material it initially have white thumbnail (
do you have an idea how i would do that?
anyone have any advice for how to get a camera/cine camera to match the exact values of the editor viewport? I'd love to grab this effect for an initial shot but can't seem to replicate it in the camera settings, after playing with exposure and what not, Is there a way to view the editor camera settings other than just the autoexposure?
In particular, I can't seem to catch these god rays
Thanks ! It seems that you know what you are talking about. Can you explain me what are these filters and post process systems please ? I already used post processing and to me, it is settings about the lightning and the shadows (it is compositing, in short), so you are talking about simulate 2D facial expressions through 3D, am I correct ? About the filters, I don't know but it sounds something kinda similar to me... 🤔 I was thinking more a real switch between 3D models (with shaders in the style of Guilty Gear) and a pure 2D sprite during some phases, for example a short cutscene with a close up on the face... But I don't know...I'm just thinking about an approach of the thing...
Does Collapse Node interfere with actor Nativization Blueprint?
Hard to tell what the exact issue is, but it looks like you'd want subsurface scattering???
How do I ensure I don't miss the beginning part of my sequencer - I've tried to put a negative frame in the render options but I end up still coming in a second or two after my camera starts moving
like this leaves are dark
these black spots
no translucency
Oh ! And to complete my previous message, I've just found this video which shows just what I was thinking ! Certainly I will implement it differently but in the big lines, it's just what I was thinking 😃 (aka switch 3D mesh / 2D sprite in runtime) : https://www.youtube.com/watch?v=Cou90jrfDB4
hey so im making this npc have a walking animation switch to an idle but im getting a jitter between transitions, how do i fix this? Im in the animation montage and I dont know how to give them smooth transitions.
Have you watched the animations? there should be a blend setting somewhere
so tbh im still new to unreal i cant faithfully show you how set it up but you can setup 3d assets and 3d assets and use post process systems with configurations through blueprints to switch the post process dependnt on what you need and when
and have the meshes preloaded and switch out between 2d and 3d just like the link painting me did
however its alot of work
twice the work tbh xD
That's not what I meant... I knew the artifact but it's possible that you could have been doing a lot of things (ex: baked vs dynamic lighting, etc.). Here's a video https://www.youtube.com/watch?v=Tap2N0_ZBRw
thanks
@drowsy snow So i have this issue and i have no clue how to fix :3
https://gyazo.com/d45192050f3951cbf6f8f0aa9356e4e8
i couldn't find a blending option besides the blend mode in/out which ddint do anything
Oh snap, never had Outer issues before 
It would auto blend in a blend space 1d but it wouldnt play the sequence, it would just sit looping the same animation unless I changed the graph positon
whats an outer issue xD
oh
im honestly even more somewhat confused :3
about what or how to fix it
i hope not 😄
Mh, thanks ! I will see what I can do ! Anyway, glad to see UE offers so many possibilities ! 😃
Well, Outers are tricky thing to take care in Unreal.
My knowledge didn't reach there yet.
CanI get some help with setting up a combo attack (each hit follows the last, interruptable)? I have the montages and inputs plugged in, but for some reason, he doesn't go to the next attack, so im not ssure if the notfies just aren't working or if I messed up something else
D:
im doing a big scared!
o.o
x-x
sweet jesus
i might start over
and see what happens
tbh
Guys, please explain to me why LiveLink Face does not work in "Standalone Game" mode?
Run Simulate or other modes - and LiveLink works! But not in the mode
Standalone Game...
Maybe I need to add something to the character's bluprint?
Wtf, do you see it too? One of units is doing this creepy head movements for completely no reason. Am I going mad from working too much? 😄
It's reproducible by map loading, however, I have no idea what might affect a skeleton like that
I want to use a character with livelink during streams on twitch... But I can't solve this problem. Because Simulate mode stop when I switch to another game...
Hahaha
Is using decals the wrong way to go about making visible wounds on animated characters?
Not the normal deferred decal, no.
Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I'd like to talk a little about the effect and how it came to be. I'll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper alternative to texture splatting using render targe...
Thanks, that does seem to be what I'm looking for.
I wish he'd have included the code or some screenshots of the blueprints though.
Mystery resolved: I have some mirrored skeletal meshes (scale is -1 for one of axes), and only mirrored ones do this weird thing. Looks like a bug with animation for negative-scaled meshes
Bit of a strange one, but I'm going through the UE documentation on landscapes, and one of the examples uses the "Open World Demo Collection" assets from the Marketplace, however I'm not able to add these to my project because it doesn't seem to be supported in 4.26
Does anyone know why and if there is a way around it (besides downloading 4.25)?
Much appreciated @plush yew.
Though IMO the Open World Demo colleciton is a bit lacking, might as well grab the Boy And His Kite project in its entirety
Will do, thanks 👍
Does anyone have experiences with the player collision viewmode for the viewport being extremely laggy?
I got a fairly complex but reasonable production scene with collisions set up, the collision viewmode has like 1/4th the FPS of my lit viewport, if that
Is there any way to make a keybind so you can increase and decrease the snap values?
left/right bracket increase the position grid size
Oh didn't know that, ty!
the bind can be changed too
First time with multiplayer but i feel like this should be an easy fix. Once the other player loads into the game they aren't moving
My English is very poor so sorry if you don't understand something
Is it possible to do something like this so that directional light illuminates only selected items and not the selected items would be dark then?
Is there a way to increase the size of the WaterBodyOcean with the 4.26 water system? I know that you can increase the size of the WaterMeshActor to render more water, but the size of the WaterBodyOcean volume is still constrained. You can technically extend the island as far as you want, but if the island passes the constraint of the WaterBodyOcean, the underwater effect won't render. In the linked video, it is shown that Fortnite uses the ocean spline to make the entire island and the underwater effect still renders. The island in that game is quite big, so I don't imagine it would fit within the WaterBodyOcean volume. This makes it seem like there might be a way to increase the size. I haven’t been able to find anything in the settings to increase the size, and scaling the actor doesn’t work. Is this something that Epic was able to do because they developed the tool and it isn't available to normal users?
Video: https://youtu.be/w3tTbVNkuwA?t=861
This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.
Tools covered include the layered landscape system, custom brushes for procedurally editing height fields, scattering tools, grid-b...
I have a "fill screen" widget, and I'm trying to position a child widget exactly on the middle of the screen, but how do I know what coordinates are the exact middle?
If I want to make a camera ignore an actor, how would I go about doing that for an actual camera (and not editing the objects themselve?)
If I have a niagara particle system component, how do I make the particle system loop until I want it to stop
is there a quick way I can test my game in another PC without having to package the game?
Ayo does unreal engine only read bones in order for a model to move correctly or is there something more complex it does? I was thinking of making my custom model using the same bone names as a model from a ue4 game
Also when a game runs does the weight paint have to be exactly like the model from the game or can the weight paint be slightly different?
Hey all. No matter whether I load UE4 or UE5, it tries to load Steam VR. Even though I'm not doing a VR project and even if Steam is closed. How do I get it to stop doing this?
How do I transfer a map file from a project to another?
Right click on the map file from the content browser -> Asset Actions -> Migrate
What type of source control is used for a 300gb game file?
Ty
guys i need a little help. as u can see there is a small delay after i punch and i dun want tht. can someone help me fix it?
Is there any way to set Unreal so that anything new added without being dragged in is automatically put at 0,0,0 rather than the random location within view?
correct me if im wrong but pretty sure textures aren't suppose to be in mixamo.
then i dun know mate sorry
Does it matter, tho?
Why do you need textures just to use the rigger tool?
Also Mixamo's rig is terrible for use in UE.
The tutorial shouldn't require it to begin with.
Something like Auto Rig Pro (which is a paid Blender add-on) is good for UE skeleton compatibility.
The textures should not even matter in Mixamo.
Ignore the lack of texture in Mixamo.
Are you making a game entirely in Mixamo front-end?
Not even using Unreal Engine?
Because what matters is the texture is present in UE.
Let me reword this:
You only have to worry about the texture if your model in UE4 doesn't have one.
@plush yew Create a few tests with simple models, maybe just boxes, and textures. Upload those as FBX to Mixamo. Can you see the textures? If yes, then Mixamo is not the problem, your model or the textures are. I'd check the texture paths and the FBX exporter first. Can you open that FBX in other 3D program with textures intact? Only way to know what's wrong is to be systematic and do tests.
Honestly I'd rather ignore the lack of texture in Mixamo and just move on applying animation to the mesh. It's a waste of time concerning about it, because I apply the textures directly in UE.
Many of my Blender viewmodel renders have shit materials, and I don't care, because the materials aren't directly compatible with UE, and I could made a proper one in UE anyway. I'm not making final renders in Blender (or even Mixamo for that matter)
Also because Mixamo rig is terrible to be used in UE, I'd rather import the UE Mannequin skeleton to Mixamo, apply the animations, bring them to Unreal, and retarget them to the custom skelmesh that has compatibility with the Manny skeleton.
can someone confirm that "actor has tag" doesnt work in a function?
i just get the tag of a actor, and put it inside a branch, and it all works as expected but as soon as i make a function to reuse it, it completely ignores "has tag" and the branch
I created cube and empty simple animation in blender. And cube is with empty parent. How can I export unreal this animaton?
When i try to import armature to Unreal Engine 4 or 5 it crashes. I have tried without the armature and it works fine. Also tried without materials and still crash.
If the cube isn't a skelmesh, you can't.
You have to do it in Unreal's Sequencer.
something going on with the vert normals (in the material?)
how would i know what to look for?
or two are overlapping
speedtree node
what are you doing to that poor normal map XD
but yea, that speedtree node is doing that weird thingy
yup
might actually make the leaves fronds instead of individual leaves
👀
normal maps should be normal maps. end.
this is not ps3 era ue3
and I'll die on that mountain.
No pun intended for the mountain writing atm
May I know what's going on in the chat 👀
discussing about normal maps :p
A not so normal discussion about normal maps
I have these image textures with the names NM,NM_1,W what could they be?
NM normally means normal map
I see
each child blueprint has the same variables as the parent blueprint, so basically go in your child blueprint and go to class defaults you can edit the defaults that way
you should find your variable in your class defaults of the child blueprint
no problem man
Im just so done now. For 2 days i have been trying to get this gun skeletal mesh importing to work... But there just is no one who could tell me what is wrong with this. Unreal engine just freezes and crashes like that until i close it from task manager. I have tried on both engines UE5 and on UE4. Only importing the guns mesh works normally and importing my characters floating hands with an armature works.
Im officially just stuck and cant move forward
Blender file ⬆️
Pls someone help me
The one to get it working gets 5€ BNB or Skill
first off, holy fuck, that blend file is pretty big is the mesh high poly
if it is
then that probably means that your computer can't handle that many amount of polys
also
The mesh importing to UE is fine
its not that high poly
Hmm alright, what are your specs, it could be that it's your computer that's insufficient
Have you tried this on another blank template project? does it work there/
I have tried it with old UE4 project which had almost nothing
gtx 970 isn't the best, when you are in edit mode in blender does it lag? if it does then yeah it's probably your pc
so it doesn't work there either?
No its smooth as hell
No
Alright, do you have a weird export setting when you export it in blender to an .fbx file?
Gtx 970 is same as 1060 ti
im calm no worries
I have tried almost every setting
I got it every time( what does this mean exactly?
What the actual hell? alright can you export another skeletal mesh and not have a crash, like a skeletal mesh that's not your gun?
Yes i can thise arms
hmm alright im lost, did you ever try remaking the skelmesh and seeing if that worked?
Yes i created the armature again
:0 okay im totally lost, im sorry. also have you tried reinstalling ue4/ue5?
No i havnt. Its about 30gb so i think i try that today if i cant solve this
Hold on don't try it yet im looking at some fourm posts
ok
hey does your skeletal mesh have a default material, at least one?
Not sure what do you mean
does it have uv maps?
oh, by the way is the mesh parented to the armature
I have also tried deleting all of those and importing, didnt work. Tried deleting materials and only add simple blue material, didnt work
Yes i made few animations like reload and fire but then faced this problem and deleted all animations and tried importing and didnt still work
all of the mesh uv mapped
okay wtf, im going to keep searching
K you can also try downloading the file too if you want
@cyan bronze
Not virus or anything btw
seems more sketchy now that you said that lmao
😄
I dont get crash report since it freezes and i have to close it from task manager
uhhh did you have import LOD checked when you import the skelmesh from ue?
No and tried that now and didnt work
hm have you tried waiting while this was importing? it may be taking time to import
Waited for 4 hours and nothing happened
1 or 2 times at the start of the problem i got error message but cant remember what is said
Oh and also new thing that has recently started is that i cant get into sculpting mode or weight paint... It crashes blender
i honestly think you should reinstall the engine (you won't lose any of your projects so don't worry)
Not sure if this is the right channel to post this but ue4 and 5 wont start without crashing and i get the “EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff” error. I cant even get access to the project library without it crashing. Ive tried reinstalling the editor and my graphics card driver and tried the regedit solution but still nothing. On some days it randomly does work but majority of the time it doesnt.
Hi - I have an input issue where mouse delta is only non-zero if the mouse cursor is not at the screen-edge. I am able to work around it by turning off the mouse cursor in the player controller, but if I turn it on/off dynamically I'm left with the same issue. Is there a way to get mouse delta without it first being confined to the viewport?
I was hoping the enhanced input would give mouse delta (like unity's new input system) as a raw value - something along those lines.
Where are things like r.TemporalAASamples stored on disk? Basically any visual values you have to change through console commands
Is there a node that makes my anim montage play faster?
I'm trying to record a perfect looped video sequencer - I have a camera actor that goes on a circular spline that is a perfect circle - but when I use sequencer because it is not the first event I seem to miss when it happens, I'm always a couple frames late
how do i make gernster waves look good?
this is current
im unsatisfied with how it looks and im pretty sure the water is the problem
when recording or when playing the sequence?
You probably should throw in some distance fog
Palm trees generally aren't straight vertical
if it's recording, you could work around by starting the camera positioned a bit back on the spline
Sand gets wet where the waves hit
put a dead dolphin on the beach 😛
i would add some more vegetation, not only those palms
and/or maybe some broken off palm
okkkk is there anything simple I can do to reduce C++ compile time?
Even super simple 1 line classes take a ludicrous amount of time to compile
where can i find support for speedtree?
Is this the correct channel to ask for help?
yes
ok, good, don't want to break any rules since I just got here lol
What would cause the play editor to crash after say 30 seconds to a minute of playing? It's not crashing the engine, so once I hit esc it pops me out to the editor and everything else is working.
I've been reading the output log, and log messages, but nothing is popping up with an error.
I even made sure to install the debug stuff into the engine. I then verified the engine to make sure everything is in it.
Is your character going downwards at all? It could be your Z kill distance, found in world settings.
Probably from the SpeedTree site?
can I post a small clip here to show what it's doing?
you can try
and like suggested above that doesnt sound like a crash, you would know a crash
This is what is happening
that is your character being destroyed and your camera going back to the default pawn
well the nothing camera
What is causing the character to be destroyed without it dying?
when that happens press shift-f1 and unlock the mouse, then look in the top right world outliner for your character anymore
we wouldnt know, you would know. one suggestion above was kill z, or you have some other code causing it to be destroyed
that is exactly what is happening, thank you, at least now I know what to look for.
If it was me I would eliminate what could cause it. I would disconnect any destroy actor nodes in my code so they dont run and then run around and see if it happens again. IF it does then its not that code and you can look at reasons the engine would do it, if it is you have a start to look. You could also put the character alone in a new map to see if its the character or the map or the AI, or just run the character around and see if its the AI doing it when its near, etc... yay for debugging
can't you put a onDestroyed event listener and add a breakpoint and see what calls it?
I'm going to have to do something like that, I unchecked the kill z button and it's still happening
well, i'm not sure if you can trace what called an event, but its worth a try i guess
you technically can but in pure BP its really really really hard as the blueprint stack trace doesnt help much for stuff like this
I don't have a destroy actor in the BP for the thirdpersoncharacter
put a divide/0 node on there, and see the error log 😛
Is it possible to work together in a blueprint class with multi-user editing?
there is an Event On Destroyed function you can override
they are suggesting you do that and put in a print string to do a breakpoint, but thats more advanced
eliminating all of your actual destroy actor nodes in your code and seeing if they are doing it should be fairly quick (you can do a blueprint find and find in all blueprints)
Thanks for following up - it's when recording
I'm essentially injecting some code into the middle of my normal stuff, so there is a lot loading before it is reading to play - but I have am not auto possessing - I am possessing the camera on begin play for this blueprint
Has anyone run into an editor crash from just trying to open a float curve created in the editor?
yes, a lot with curves in control rig
my only workaround by that time was to use external curves and reference them -.-
I'm also having a crash for **using dynamic nav meshes ** if I begin play and stop it while the nav mesh appears to be building, it will crash the editor (and it gives nav mesh as the error) - it's a simple workaround, I just have to wait a few seconds but it does slow things down for iteration and when I forget and have to relaunch editor
That's a bummer. I was kind of hoping I just needed to update a driver. So when creating a float curve from miscellaneous and then double clicking to edit it, that causes a crash?
no, that was the only thing that didn't crash me
i had crashed when adding a float curve to a control rig graph, and tried to edit it there
who all are participating in epic games mega Game jam solo
I now realise, that although UE is amazingly more beautiful than other engines, that beauty comes at a cost... That's just 4 small scale platformers I made.
is the unreal answer hub down cuz i cant visit the site
I can't submit bugs either... so something is weird.
yo
how do i merge all of these pieces into one so i can simulate cloth on this cape
i want to merge every piece of the mesh on this cape into one cape
How do I make a sequencer start and stop recording FROM a blueprint - I can reference the level sequence and I know when I want this to happen but I can't find a way to do it
@faint wren this channel is for ue4 related conversation and questions. we do not have channels for non-ue4 work in progress/finished projects.
anyone else's unreal editor flicker? and then that happens, right-click submenus refuse to show? (I just got a new graphics card + monitor and UE4 is the only thing that doesn't seem to like them...)
is it normal to take like 30 minutes to compile the base code in VS?
yes, but so was the old one...
i started up a new project
loaded into it , then changed some things in the code
then ctrl + b
Ahh... I hope it's known to Epic as well as people on this Discord then 🙂
i changed like 3-4 lines in VS for the character controller
and now i am compiling the code
third person
nvm it just completed compiling
i am literally compiling a few changes
it should take like under 10 seconds right?
i literally added 3 lines lol
like i added these lines
and hit control + b
i run windows
a bit late, but im still looking for atlased asset pack to learn HOW to do it properly for tileable objects like wall. why is this important, cause you can pack like 16 textures into one as an atlas, just making it one draw call which is super important for mobile
i've spent so much time and i haven't been able to find anything, except for some youtube tutorials that didnt really ocver it properly
the thing i dont know how to link it
i can move UVs of single models that fit within texture tile
but not a brick texture that can extend across longer length
i believe this require secondary uv layer to map what is using what, but there are literally no examples
atlasing is the only correct way for optimizing for mobile while keeping the quality
send you a dm which might help, not quite sure
its not it. mobile or not, you can get the same effect for PC but since they are much more powerful there is no real need
i am yet to find a real example using anything bigger, most flipbooks/atlases are for minecraft style cube wrapping, which is a piece of cake
i couldnt even find marketplace assets using tileable atlases
ok so tried it again on an ssd @plush yew took me 6 seconds lol
Hello im actually making a FPS and i attached a Camera to my gun for aiming but ingame the camera looks in the opposide direction. My gun working properly but if i press rightclick for aiming i watch into my characters face. someone a idea why my camera is doing that ?
and then how would you define the wood parts to use wood tile, and metal to us metal, with uvs expanding across 0-1?
but can you use one material, one object, one texture to map two regions wood and metal, in single uv? i find it impossible
i believe this would require second uv layer/index/texcoord to map what is what
well, im yet to see it executed
hence why im asking for examples
i feel like everyone gets it wrong, or miss the concept of optimization. a big chunk of a level should be one object, one material, one texture, with atlas to keep quality
i can bake 100m brick wall into a single texture, but the texture would have to be like 8k to remain any quality - just pure nonsense
you can instance like modular assets, but not unique houses for example
i will a bit later, but i assume there are no known marketplace assets that did what i asked, paid or not?
i just want to learn how it's done/executed. im really yet to find any real example
trust me i spent hours trying before posting
i just find it impossible without second uv layer.
like this is my sample UVs, this works perfectly for single texutre, but not in atlas. so i would need second uv, to map polygons to certain tile
and in the end to end up with one material, one texture, one object, for entire house as an example
thats zoomed out
but its on the tile. if i replace atlas with brick, its perfect. so now i have to find a way to tile brick within atlas
pretty much
or in other words - i want existing uvs to work with atlas.
not asking for much :P
okay, lets reverse it a little bit - are there plugins that can take single texture, and end up combining it with remapped uvs to a classic atlas?
so i have everything done 'as usual', but the last step is to combine/optimize/atlas
i only know tools that can bake new texture without tiling required, but thats a pure quality loss for tileables
^^
how would you loose quality on atlas like above?
thx for confirming, i was literally posting him the docs and checkboxxes for it
yeah, i wasnt quite sure what he wanted in the end, but actor merging seems like the fastest solution, without redoing / shifting uv's and stuff like that
this is an output with other tools. it bakes entire texture data to fit within 0-1 - clear quality loss. but in 4x4 tile atlas? im yet to see this done, with precised uvs. i know how to do it on models that dont really need uv mapping and can work with world position
if you take 4x 512 textures and bake it into a single 1k atlas, no loss, if you bake it to something below that... loss
so lets say i want to keep 1k.
1k combined textures. i can combine them manually or whatever to form 2x2. but how to map it?
you don't ... read the docs, it states new uv's....
you model the house, in how many parts you need, texture them... then merge the actor
i guess you guys are far more advanced, so we might be getting misunderstood. if this is doable, someone must have done it before. i found nothing. whats the point? because you will never bake 1km wall onto an atlased texture like mine above without drastic quality cut, but in tileable 4x4 - why would you loose anything?
afterwards you get a single actor with 1 texture... size can be setup.... or calculated on importance for you (checkboxx use binning textures)
it will package it into the atlas...
okay, so much talk, but its not been done before? not a single paid or free asset using this technique to investigate myself?
i dont have any 😄
i still havent seen any assets using tileable atlases like 4x4
Is there a way to trigger sequencer to BEGIN recording out, from Unreal?
its abotu final asset.
I can manipulate everything except the start recording function
search for mobile assets, drawcalls are not that big of an issue nowadays on desktop machines
so i bet some marketplace mobile assets will definitely use atlasses
haha, yeah, i just couldnt find any
ultimately i would prepare my asset in blender
no i didnt. i showed you UVs expanding way beyond 0-1. so now i have to fit it within an atlas
is this a language barrier? how are you going to fit such a big UV into a single tile?
What could I do in a material to randomly offset the position of the vertices in a model it's applied to?
i resized it 0.1, its jut NOT POSSIBLE to fit within a square
this isnt minecraft...
you move / cut the tiles to fit
Plenty of blender options to pack UVs.
either im missing something essential or im getting responses from people who dont care about mobile
The former
well, unless there is an example, i will have to deem it impossible. if its possible, there must be at least one asset pack using that - its not like 100% of marketplace is 100% perfect ue workflow solution
Thank you!
it's a brick. some walls are longer that cant fit within tile, without being broken even furhter
i appreciate all the help, but really, there is no example that i can look at within ue4? so maybe... its just not that simple?
this doesnt help with drawcalls in ue4. it just results in 1 drawcall per mesh, loading the entire texture and all its useless parts per mesh. you'd be bottlenecking instead of optimizing this way.
Anyone with experience with level design mind sending me PM? I’d like to ask some questions about interior design for a FPP game.
is UE4 -so- different, than tons of unity assets are actually using 4x4 tiles as an example? i find it hard to believe
if i had a minecraft map, using 4x4 tiles, so 16 textures, i could end up with a level using 16 tiles and 1 material, 1 texutre, 1 draw call. how is that different in ue4 than unity
ue4 is not minecraft nor unity
im talking about minecraft style, so everything made out of cubes - those are effortless to map into atlas
yes, but thats not how it works in ue4
if you want minecraft stuff, ask how @silver crown does his voxel stuff.
mind blowing to me. so UE4 always have to suffer on quality for anything tileable, or be used as separate draw call?
i dont want minecraft style
but general ue4, its basically pointless. take it from someone with 20 years of gamedev experience.
ue4 has other means for optimizing
Thank you
we have instances, hlod, imposters, and much more
so in that regard, looks like unity is the superior one. you can use full atlas, without quality loss, perfect for mobile
lol
no
they are just different approaches, in the end its up to the painter how they fill their canvas
then i refuse to accept the answer that using texture atlas is not a good solution, like please explain me what are the drawbacks here
you'd be loading all useless parts of the texture for each drawcall, loading in the entire thing instead of a small part.
yeah i do not really get whats not working with merging actors and ticking the boxxes ive wrote you, that will even calculate the texture space depending on importance (size) ......
how is it going to be a separate draw calls, when in the end, pre atlased objects will be merged into one?
lets say i want to pre-pare my assets in blender.
so its just import, and place on map. how to map to tiles then?
I get the feeling your fixated on using your solution, as opposed to learning another way.
you dont map to tiles pre hand... you generate the atlas... or you use the atlas texture (in blender for example and map your uvs there)....
then you'll love this one:
https://ue.unrealengine.com/UE-Virtual-production-Whitepaper.html
what's a true pity that nobody have linked a single asset using tileable texture. forget what i need it for - i want to investigate... and there is nothing?
a lot of them do use tileable textures
because its not used a lot in ue4, there are some low poly (olbert I think) assets on the marketplace, but they use a small gradient-tilemap just to grab base colors.
@plush yew the problem is once you get into mipmapping + aliasing and what not you'll bound to see the edges of the other tiles
okay, long story short, even if i get everything working, there is no way to map UVs to existing texture, it always has to be generated from within ue? that's my take away
its just a different approach to optimization, and once you get the hang of it, you'll realize how stupid powerful it is
*existing atlas texture
no, you generate the atlas one time... with your needed textures... after that you just use it... when creating a new asset....
and lay the uv's into the tile you want...
its just a texture in the end
ue4's optimization tools/tricks
hlods, instances, yada
im not saying you cant use the tiled approach, but you'll barely get any gains from it, and in the long run you'll more often cut yourself instead of finding profits
if it worked that well, we'd all be using it in ue4
I mean, from my perspective, from 3 4x4 atlases i get 48 unique textures. That's enough to form full level, and end up having just 3 draw calls for 3 atlases
you wont end up with 3 drawcalls, thats the thing.
and especially with nanite, it makes it entirely moot
I'm using 424
nanite goes woosh 😄
Yeah I'm focused on mobile
But why it wouldn't be 3? I've done my tests, with big objects maybe i got more for some reason, but it was extremely few
If by using one 4x4 Atlas I'll get 16 draws for 16 tiles, then it's obsolete
But still weird to me
sounds to me you need to understand more about how ue4 works under the hood, before you can do real tests
i remember a blog about tilemaps and how to avoid some of the general issues, but thats like a decade ago and cant 1.2.3. find it atm.
which you can use, but I honestly suggest to see how ue4 works under the hood so you realize that while yes tilemaps can be usefull, you wont need them.
There are as many workflows as there are developers. Most of the stuff i found was for base colors, or Minecraft style. The few tutorials that did cover atlasing, done so on a cube and not in "real" environment
I'm happy to learn new stuff, but i'm not aware of great coverage for mobiles
I guess it's always a trade off for file size and approaches. Atlases should take very little, maybe at higher draws, while baking entire texture keeps it at one, but increase the files size
for now I can give you some reading material, but that is about it.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Performance/
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Performance/TipsAndTricks/
https://dawnarc.com/2017/06/ue4performance-guidelines-for-mobile-devices/
the last two have links on their own that will link you to more reading material.
Is there a way of forcing the tooltip widget to redraw without recreating the parent widget?
There is no need to specify size is you use atlas, since it would be using for example original 512px, instead of trying to squeeze 1km coverage onto 2k, but sounds like Atlas that i think i need will come with different drawbacks
I'll look into the links, thx
lets say you have an atlas though, and you hlod/merge the meshes using them together, you can get some gain with that, but ue4 can also bake its own under-the-hood atlasses for some things, which is part of hlod iirc. there can be gains, but it can also be a waste. in the end, the profiler is your friend.
im not a stranger to using atlasses in ye olde time, but nowadays the odds of really needing them in mobile is really small. its mainly the way unity vs unreal renders/batches/culls/optmizes things.
Non tileables batches great. I can put 16 objects into 4x4, not lose any quality, merge them all and end up with basically 1 draw call.
oh found this in one of my bookmarks
https://www.gdcvault.com/play/1020756/Next-Generation-AAA-Mobile
anyways, read up, figure stuff out, have fun, and im sure you'll find what works best for you :)
Let's shorten it all to main question. Is it non advised to use pre atlased textures? This should be among the "last step" for optimizing when using single textures?
It seems like an obvious solution to use entire new uv layer to map polygons to certain tile. So like uv0 is using single texture, while uv1 is placed on corresponding tile. Imo
if you are 100% sure all your batched/merged stuff is using the entire atlas, it can be fine.
but the other way around you can be 100% sure the atlas you set up will be used fully.
idk how that sounds obvious
It's obvious cause i haven't seen a single example of using single Atlas for several models that are tileable. So if have 20 tileable textures, from the sound of all and not looking into links yet, it sounds like it will have to be 20 draws, else i will be wasting quality and increasing size
Can someone show me a final texture of the batching result?
but don't you end up with 20 "different" material instances if you provide them different UV offsets, anyways?
or would the models contain already the correct UV?
anyhow, i need to scoot.
good luck Sneaker :)
That's the thing that i don't think i got clarification. Can you use Atlas with tileables, while keeping 1 draw call? After all, in the end it's all merged objects, using one material, one texture, and maybe two uvs
if it really is only one material in the end, which just gets different uv coords from the mesh, then it should be only 1 draw call
Then it's a question how to map "islands" to corresponding tiles, ie wood and metal. But i haven't found a single example
yea because most people will probably just stick to normal textures and call it a day
i wouldn't put effort in that optimization if its not necessary
Even if ue4 can do it afterwards with one click, there must be a way to prepare it in blender etc yourself, but i have going nothing
If your using 200 textures, that would have to be 200 draws, not that great for mobile vr in many cases
Thanks, I'll need lol
i mean, i appreciate that you like to optimize, but that general idea sounds like you are putting a ton of extra work on you for little gain
An example, i had entire level banned l baked into 5 textures - run perfectly great, but quality suffered immensely. It works if i bake islands onto a single texture. 5 textures to cover it all. Perfect for mobile. But most stuff should be tiling, so there is no need to bake tile after tile if you get what i mean
Do experienced programmers really just get shit done without trial and error? So far I'm having a lot of trouble working with UE4 because of long load times for several things
In most environments, whether it's using other engines or doing stuff with a graphics library, I'm constantly compiling to see what's happening, but the learning process for UE4 is so far quite sluggish
well, it's an complex environment which allows for a lot of failures
What do you do during compile time etc. if you're confident things will work?
I haven't done that sort of baking yet. I was merging in default mode. But regardless, i think now is establishing what's proper - and by sounds of it all, i should stick to using separate textures until final step
Ah. Hm. On my end it's more like 10 mins lol
I keep waiting somewhere between 5-15 mins between seeing new errors with my project
Well this last one was just running my visual studio code
stop making errors!
😁 😔
can i change at mesh to self shadow only in runtime cuz i can only get the variable it never shows me the option to set it
Then how does unity handles it?
they do evil witch tricks
Neither do i, but tons of their assets are in tileable atlases. If it can be done in blender, I'm still looking for right info
google "blender minecraft texture atlas" there are some tutorials, which may help
as minecraft does that nonsense, too
no
Map 1 km wall to such tile with 2 polygons
It's vixels, cubes. Nothing complicated to map to Atlas
Bad example
The atlas i posted with more than 4x4 is from unity
Rules up and down, left and right for big walls for example
Tiles
Well that one was extracted from game to see how it's done, not from marketplace
so eventually they have more than one drawcall!?
That's the giveaway from another post within ue4 itself too. Maybe large mesh won't remain 1 draw, but certainly won't become 16 cause of 4x4
That's fine. But don't act like call if duty mobile or pubg isn't using atlases lol, with no quality loss, while keeping draw calls low
You call it bs, like nobody modern is using it
the consent was that the majority doesn't use it in UE4
not sure how much he can say, or knows about that aspect, but iirc @frank escarp works/worked on pugb.
I think the consent can be that 90% don't care about mobile
I'd love to hear more from him if he has time to explain
or 90% dont care about that level of optimization
Because 90% don't work on mobile stuff..
I guess it's different definition of Atlas. 4x4 is Atlas, so is baking 50 models into single texture with uv fitting within uv 0 1 without tiling
also, aren't texture arrays kinda what UE has to offer for that?
never worked with them, tho
yeah how?
@plush yew can you show me your example atlas for more complex object than a minecraft voxels?
for something that is tiling
still not a shred of evidence that is doable; while pubg/codm does exactly that. your link isnt mapped to tiled atlas as it seems
then run cod mobile and see how they are loosing quality on repetetive texture contained in an atlas... they dont
can't get the picture out of my head of the moment the python users recognize that nodes don't need to be perfectly pixel aligned (looks at python syntax checker...)