#ue4-general
1 messages · Page 1046 of 1
or minecraft voxels? if i made my level out of cubes, i can map it to atlas. but nothing beyond that. still not a single link showing its doable/achieable. all boils down to using singles, and optimizng at the very end
😆
pubg is ue4, codm is unity
i fast forwared it few times - i havent seen anything tileable here?
so, nobody should ever use pre-made atlases?
im yet to see atlas generated within ue. not uvs, atlas texture.
you dont tile single trees like that... or you map them via cubes or something
that's going too far and defeat the whole purpose. so to put this whole topic to an end:
CAN YOU TILE A 1KM WALL made of 2 polygons, onto a 2x2 texture tile, without loosing quality?
you could say we hit a wall
if you have done that before - maybe you can share sample assets?
after all, if you merged everything, optimized everything, you end up with a new texture and a new mesh that you can export i and i can see what ue did what
there was not a single link proving tileables in an atlas possible, not even one
bad sarcasm, but yeah, epic doesnt care about mobile lol
an hour long talk with no real examples, like what im asking for is impossible while possible in unity
yea, considering they had hell of a law suit with apple because of their fortnite mobile...
If you want to use the way Unity does it, use Unity.
caring about their mobile puppet is different than caring for mobile developers. when was the last events/streams etc focused on mobiles?
I know. I think it's the Dunning-Kruger effect here
@plush yew assume i preatlased it manually. how do i make them ue4 ready with tileables?
you can just prove me stupid by making your own 2x2 atlas and mapping a 1km 2 polygons wall onto that texture using that single tile, but obviously you arent going to do that
how to get someone to work for you without pay ™️
ready to help for the past 30 minutes, unable to do "10 clicks"
Why should any of us do that? You are dead set on doing your own thing regardless of what anyone here says. Luos has working in game dev for 20 years doing graphics stuff, but you don't listen to him either.. so I can only guess you are here to .. dunno really.
everyone is saying everything, yet no real examples? are you guys baking 100 texutres for 100 buildings, while there are 20 unique textures? lol
Did you even check out, properly any of those links people have sent you, or are you too busy trying to prove a point?
who cares, when its already deemed IMPOSSIBLE to maintain quality over a 1km wall? you just have to 32k texture to cover that
No, you just repeat the UVs
lol
inside materials, the texture sample has a UV input. You connect your Texture coordinates via a multiply or divide [depending on your own pref] into that UV and you can tile the same texture as often as you like
you dont get the point do you? each tile will end up being separate material instance, isnt it?
if not... whats the problem of sampling a sample asset? nobody in years of UE4 existing done any ready to drop; unready to modify assets ever?
It's one of the most basic things to do with UV inputs, so your 1km wall will have lossless materail acrossing. It will repeat a lot but hey then you go into texture variation or texture bombing
😄
Hey guys, I'm a vfx artist interested in learning unreal engine for rendering scenes etc. Just opened unreal engine 5 for the first time and the first question I have is how do I choose a GPU in it? I have a 3080 and a 3090 but seems like it's using 3080. How can I switch?
i dont want UV position cause it needs to be adjusted to properly tile, like the bottom fitting to bottom part of the wall etc
can base your textures on the geometrical layout, Bam
but still, not a single example, other than theoretics and just arguiing backed by who has how much experience
i asked for example ue4 output atlas, none
Also if you can suggest some introduction tutorials for VFX not games that would be great, thank you
Since you have absolute control over UV mapping inside a material you can map whatever you have to whatever you have but if you are using an atlas you will not have great quality. As the tile pieces will be small. More over, we've tried to explain to you the options available but you don't believe anyone here. Why not actually try some of the solutions presented to you rather than throwing a hissy fit because you are determined to be right?
Highly recommend the official learning hub, link should be in pinned messages
learn.unrealengine.com? it has a bunch of non-game related tutorials
Hell, you can create multiple UV channels in Blender and use them to your hearts content too
how is using 2x2 2k texture different than using 4x 512k single textures?
other than some 'mipmaps' problems, im not looking for 3xA perfection
but its already loaded for house, and most of the stuff around since they end up using the same diffuse atlas
and in the end the house, road, etc will be merged in one. literally one object, one texture, one material
merged within unreal editor?
make assets using atlas in blender, merge them by need in ue4
if you merge them in UE, UE will take care of everything
So in short you have started to go down one solution that you thought was good, but after having experienced people tell you that you don't really have to do that and more importantly you don't need to do that you complain. Sorry man, but that's just silly.
it merges your texture, materials, and whatnot
ive just sent him his example he needed desperately
You are worried about draw calls or textures sizes. Unreal handles all of that for you when you build for mobile [with a few things needing to be set up in options]
ill look at it in few minutes, ill see what UE did what... and maybe, just maybe, i can tell you back what has changed 😂
Don't hold your breath guys, asphyxiation kills.
anyone know why when i have anything custom in ue the physics assets sphere/cubes are massive and i cant shrink them at all? they also dont interact with the cloth at all
use a clothing physics asset, think its tapered capsule or something, never used cubes, but had the problem aswell some time ago , you can assign physic assets to clothing
custom skeletal meshes? if you import them from blender theres a specific workflow, else they end up huge
ooh ok, is there a simple fix to this or should i look some tutorial up?
look for a tutorial, but normally using the official blender addon should fix scalling issues, if thats really your problem
what should i look up to find a tutorial?
also, as Tica mentioned, iirc cubes dont work with cloth either way, only capsules, spheres etc
exporting from blender to ue4
got it thank you!
meta human creator? (just a guess)
How do I get my video centered on this sequencer? it's already centered on the texture so I"m not sure what is the problem
Sorry, I meant media texture, not sequencer
it's centered on the media player
is the material used in a world widget or applied to a static mesh?
why does ue5 preview crash less than ue4.26 lol
it's applied to a static mesh, I'm doublechecking UV's now even though they were centered for other textures
yea they would be my first guess
and you would be correct good sir
Hey guys, if I am having a dude pick up an item (say a helmet) and using AttachActorToComponent to put the helmet on the dude's head, is there a way where I can have the helmet be invisible to the person that picked it up, but everybody else can see it?
set owner no see on the component
Tried that, that didn't do anything
is your camera attached to the same actor?
So i did little experiment, and ended up with basically a texture that fits for the uv, but it didn't use full texture, so another house using same texture will need a separate tile for remaining parts
Camera is attached to the skeletal mesh component that the helmet will attach to if that's what you mean
show how you attach the helmet to the actor
or rather, do you provide the actor as owner?
The helmet is the actor, and I'm attaching it to a component, which is the character mesh
now from helmet drag of and add an set owner node after you attached it
and as owner provide the character, (which is probably just a self reference if you attach on the character bp)
Perfect. Thank you very much Ben, seems to be working great
wait, did that just work? i've tried to make a quick test, and had to get the child actor after attaching it, as i couldn't use the direct helmet reference
Seems to have worked for me, I am picking up a child actor of the Helmet BP to call this
ah nvm, you noticed it 😄
ah, my problem was that i used a child actor to test around with. nvm me
glad it works 🙂
can i toggle off and on if a mesh only dose self shadows or can cast shadows on other objects
Hey, I Just started with Unreal on Friday so sorry if this super basic. I've built a room in Blender, but when I bring it into Unreal, when i clock Play my character seems to be forced outside the room and just falls into the abyss. How do I fix that? Thanks.
it's a collision issue - you are using default generated collision, instead of importing collision hulls from Blender
No, I don't think that's the solution here. I'm pretty sure it's just a collision issue but I'm not sure where to find the right fix...
you will want to google making UCX collision hulls in Blender
Ah! Okay. Thanks!
or you double click your static mesh and edit the collision in unreal
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
In this episode of unreal engine open world tutorial series, I am going to show you how to edit the collisions of static meshes. How to apply complex collisions or simple collisions, discuss the difference and how to manually edit and setup collisions. The reason I am doi...
does anyone know how to fix this. it happens when i build my lighting
Does UE4 works?
Yes, but I really want to use ue5 light capabilitys
I get the crash reporter everytime i try to load or create a project
hello, I basically have aiming/shoot animations, but I want them to happen ONLY if I have the weapon attached
how can I do it?
Idk, i dont really know how to do much
it does trigger the animations when I right click, but I dont want it to happen when Im disarmed
Good luck though
thanks, no problem
Wait i think i know how
Show me a blue pring
State machines.
Your blueprint
Also booliens
Set up a boolien that only triggers the shoot function/ animation
When so that way it fixes your problem
all right, thank you very much
No problem
Wait, that was the worst explination
Ok here's how you do it
So you need to create a boolien something like "isHostile" that is only true if you are holding a gun, then run that thru a branck that only allows you to shoot if the "isHostile" varible is true
Does that help?
anyone know whats happening here?
Hey, I have a mesh with two textures on. The big texture covers the whole mesh while the little only covers a section of the mesh. The problem is that the small texture on top tiles and covers the big one. Is there a way I can disable the tiling for the small texture?
No
oh
how do I load a level asynchronlolsy, so it doesn't hitch the game - I have extra time to use but it always hitches
This is also an issue with world composition, and I think the only solution would be somehow decouple the loading from game thread, which is a herculean task to get through the engine source code.
I'm not using world comp though
Doesn't matter IMO
It's just how async level loading runs in game thread and cause the hitches.
replace loading level with the async one, for VR there is even a node that will throw a splash screen over the HMD
I can't find the async one
You mean this?
Do I need to do anything further, like use the load stream level after it?
and will this work in the editor or only packaged builds still?
Also to be clear: World Composition is basically async level loading, just automated by distance.
thanks for mentioning that
yes, I'm loading an area level
I have another streamed in level that is small and acts as a loading/waiting zone
well shit
World Composition isn't even 100% hitch free, especially unpackaged.
fI've never tunred on Get use seamless travel
Thanks, but that doesn't help either. Everything I'm finding is for if I'm outside of the objects but for this room I'm INSIDE it. Every Tutorial I'm finding for collisions builds rooms where the walls, floor, and ceiling are all separate objects, but my with my room they are all just one object. It's a box, and I'm inside of it. Kinda like a real room. But Unreal is setting up the collision like a normal box and won't let anything exist inside it. Also, the floor is not flat so I can't just use a box for collision or the players feet will keep passing thorough geometry and that looks like ass. Surely I'm not asking for anything impossible here am I? Do I really need to go and break my room into 6 different objects just for decent collision?
you need to remove the box collision which blocks the inside, and add boxes for the walls, and floor. that for a simple room
if your room surface isn't flat, make at least the floor its own static mesh (and create the corresponding hull collision, or if nothing else works, set the mesh to use complex as simple collision, which is kinda expensive as it uses the actual geometry as collider)
Hmmm...I'll try that out.
- You could make a custom collision box for it to use:
https://www.youtube.com/watch?v=3n4DcQUANFE
-
Like Ben suggested you can remove the default collision, and then add a collision box and adjust it, then add another and adjust it.
-
Or you can set the collisions to be complex (I'd avoid this unless you know it suits your optimization, but for quick prototyping it works):
Ah Ben beat me to it with that edit. Well done 
Even better:
Make the room modular - split each segment of the room (walls, floors, ceilings) and furnitures into their own static meshes.
You can also benefit from better lightmaps, if you use split static mesh and static lighting.
but you provided pictures :>
Hoodie is definitely right and you should try to part out your mesh.
Hey there's no real difference between using foliage or just a static mesh instance right? it says Instance in the world, but it's not added as foliage
Well, the possible drawback would be that it could be considered its own actor.
Thanks all. I think I've found a reasonably acceptable option for now using a mix of these suggestions. The UCX one worked well for the floor. I might try doing totally complex later. The entire level is just this one room so I'm not too worried about over burdening it.
Also, forgot to mention that making the meshes separate could benefit you in performance and memory.
Separating them could make the engine only render meshes that the bounds are within or around the line of sight and doesn't render anything far outside of it. (It's called view frustum culling IIRC).
Sure, it won't be noticeable in small single room, but it gets heavy quickly once you go larger and denser with the room or have multiple rooms in the level.
also if 2 walls are the same you save 8 vertices of video memory because the mesh can be instanced 
but hoodie is right, you should separate walls, and stuff
If you have it in blender, you can just separate the mesh into objects and then export the fbx. It will import as separate meshes under one master file. Im sure this works with other 3D modeling software as well.
Ok. Thank you for the info!
just made a doom clone
Hey guys do any of you know how I can make a player customisation setting, that can change the colour of the player (Cube) to the IRL players liking
So the player can click blue
and the cube will turn blue
etc..
if im trying to use classes from a plugin i made do i need to export it or can i just use it in the same project?
attempting to reverse engineer unreal engine umaps again. wish me luck
last time i lost my sanity
Use Sky Light and SSGI.
Screen Space Global Illumination
Also you might want to consider enabling LPV (Light Propagation Volume) for outdoor scene - it's basically poor man's Voxel GI
yes each one of those is a frame when you render to image
the black is useless - so I need to adjust my frame time to like 63 in then?
the black in the beginning? you could always just delete those frames
Yeah but it's more waiting and annoying AF
if your importing to adobe, just import the whole thing, press C in premiere pro to cut, if you are going for the re render then yeah cut your frame time
If anyone is available please may you help me with a problem with my game, I am in Programmer Parlor if you are wishing to help. All help is appreciated
I never could figure out how to tell sequencer to just stop fucking recording via an event
anyone know a fix for the broken pathtracer making foliage randomly disappear as the camera moves?
it can be reproduced in ue4 and ue5, blank project, place a bunch of cubes as foliage, then move the camera around with pathtracer and random foliage instances disappear and pop back in'
WTF is sequencer only one-way communication (sequencer controls things, but you can't control the sequencer, like telling it to STOP RECORDING OR START RECORDING?
it appears pathtracing completely ignores the cull distance settings used on foliage
hey guys simple problem here but im dumb: I want to slowly increase the speed for my animation blueprint so I can have my character walk to idle, what nodes would I use to do this? I understand I need to increase the speed value incrementally from 1-600(my max speed value) but i have no idea how. Any ideas would be amazing, thanks.
Stop Recording Sequence
click the level sequence if its in the world, open your level blueprint, right click in the graph, reference to level object, pull out from that and there is all the sequencer controls
there are other ways to get a ref to it and control it from different places
Hey guys, I just downloaded UE4 a few days ago and I don't have any previous experience in the trade or with any other developing programs. I was just wondering what kind of game do you think is the easiest to learn and make a basic version of
any pre-built pc u guys recommend for using ue4 or 5?
imo since two biggest titles epic games has are unreal tournament series and fortnite, it's only logical to assume that engine would be far more optimized for creating first person/third person games. that said based on what i know now, i would create whatever i wanted to create as my first game (even if it was 2D metroidvania), ignoring every advice to "start small".
Alright thanks for the input man
Anyone had weird shadow issues like this? Know any fixes?
Likely bad lightmap UV.
is there anyway to change default collision preset in new static meshes instanced on level?
Does the sides of the cube overlap in the UV map?
I think I found the issues. Most likely not the UV map, some of the meshes behave completely fine outside the static mesh viewer, some behaved weirdly only in a level, I had to turn the Distance Field Resolution to 2 to fix it
How could I make character with characterer movement component stick to the ground SMOOTHLY all time?. For example going through a "hilly" geometry on fast speeds wont launch him in the air. 🙂
I have a question. is it possible to do like when i press for example, shift to disable collision and i can move through walls
Yeah it's distance field related, one of Epics official nanite videos had the same artifact in the static mesh editor. I assume it's a bug since it doesn't show up in the normal editor. If you see that on a mesh in the world, you can try increasing the distance field resolution or there's also a distance field self shadowing bias
okey, i KNOW there is somewhere a option to open animations in a new tab
but i cant find it
anyone know what its called or where it is?
Hi everyone who know why my mesh is low poly but in ue it has more than 150k tris and ver
But I know i set it to low poly
And the wheels are miss some collision
Here is in blender
hello everyone, I created several objects intended to integrate a video game. This is the first time I have used them outside of a blender and I am having a problem. When I import my .obj mesh into unreal engine 4, I get an error message: SecurityGate_Simple_mtl has some nearly zero tangents which can create some issues. (Tolerance of 1E-4) SecurityGate_Simple_mtl has some zero nearly bi-normals which can create some issues. (Tolerance of 1E-4) I don't know if you've already had the problem ... My object is there, but it looks like it's at the texture level that there is a problem, because I have no texture on it. Thanks for your help, I really don't know how to fix this
"extremely active" 🤨
is there any other way to set the manual focus apart from manually entering values into it
but there is no "start recording" is there?
Perhaps the details panel of the camera actor has the keyed values? Worth a look
Easier to set that way at least
hi
heey. guys, if i buy some content from marketplace, my teammate will also able to use in editor over VPN?
Looks like some kind of UV problem, you UV mapped the stuff?
Over VPN?
if its a team then why don't you make a seperate epic games account for the team and do all the purchases in them so your team can use the same account and use the content
no need for VPNs
Well you can use the same assets as long as it is one project file
then how to edit same project remotely?
Since you can add it to the project file, and then they can work on it using source control
@grave ruin what is VPN?
source control
Virtual Private Networks, mostly use to mask your ip with another ip and use the internet anonymously
Yes but how does that allow their teammate to use the assets they paid for
idk
maybe
i meant multi user editing plugin, thats what we use VPN for
@distant totem I don't understand why this still keeps getting the beginning part of my level when I keep setting a later frame ?
Check your mesh distance field settings
guys where is view options in ue4
Why orthographic camera projection mode does not render scene correctly?
if you mean that the shadows aren't rendered it could be because the thing is really far away from the camera
lighting and shadowing doesn't work in Orthographic projection
oh right, yeah
I thought that 2 degree number below there meant that it's using a perspective camera with a really narrow FOV 😄
that would be the workaround for Orthographic style gameplay, I guess, hehe
No materials? everything is grey?
the bricks are grey?
what does the top look like in unlit mode?
interesting, slightly different
I wonder if it's post processing or something
in any case, the Orthographic view has a lot of deficiencies - lack of lighting or shadows being chief amongst them :/
Ok, so if i use low FOV how do i avoid issues because of my camera being far away?
What software are u guys using to design a 3rd person character?
blender
Do you think visual scripting is great to prototype basics games, but even complete simple games.
you can use visual scripting to even complete complex games
Blueprints are powerful.
the only problem with visual scripting is that: since it runs in a virtual machine, in very complex games when the visual scripted code is being converted, it "might" slow down the game, and that happens only in very complex games. But its always better to learn c++ or script natively
you can go quite a long way with Blueprints, though you usually need at least a little C++ code to finally ship a game
if you're hitting performance problems in BP, it's usually an indicator that your code is a problem, rather than the language
though there are obviously times when you may want to be working in C++
You can also use the nativization feature to convert the code to c++, but it might buff up your game size
I would never use that, it's unreliable and impossible to debug
I had a case a couple of years ago where a blueprint component was being totally dropped during nativisation
in a worst case scenario
anything that cannot be debugged should be avoided
Naa, it's been dropped by Epic for a reason
I would always manually port BP into native code where nativisation is required
its not dropped
yup
UE5 does not use it.
yeah, it has been removed as far as I'm aware
really? never knew that
It hasn't been updated in years. It's been dropped.
nativization doesn't improve much of a performance
That may have come out a bit defensively, 😄 didn't mean to.
you can get some decent gains using it, but as I said, it's unreliable (bad) and completely impossible to debug (unusable)
its better to do it manually as @wary wave said
Yeah relying on automation tools to optimise is a slippery slope
automated tools are great, so long as you can dig into them when something goes screwy 😄
indeed
magic black boxes are just big no-no buttons
what if you change the texture of the no no to a big Yes! button?
tears
that's how it works right? right?
👀
why do i get this error when i duplicate the level?
what is causing this stuff to happen when I use AO scenetextures comibined with raytracing AO?
Talking about the black stuff, a growing aritfact in the rendering it seems
What happens when you press Yes?
Ive just ordered some animations to be made on fiverr for somethinn im doing in Unreal - never ordered animations before and dont know what format I should request to receive them in, does anyone here know? - the maker has sent a draft to me in a Maya format...is fbx enough, or should I request something else?
Hii, anyone know if is possible render an entire scene from blender into unreal engine? i watch some tutorial, but i can't find a way to import a complete scene ready to render into unreal engine. Example: i make a animation in blender with a dude walking away from a home, i can import everything and simply render this into unreal engine?
One simple google search would have given you a load of answers. Try this: by going to File > Refresh All Nodes.
instealling ue on this new laptop and realizing how much time i saved by doing it via github
egs takes a good amount of time with my shitty internet
Hi All! Question about binding. I have a Widget 'A'. In the event construct, I create another Widget 'B' and bind events so that the buttons in Widget B work. Then I add Widget 'B' to viewport (This completely hides Widget 'A' - Fullscreen). Then I remove Widget 'A' which is now hidden in the background by calling remove from parent. After Widget 'A' is removed, will the bindings still work? I couldn't grasp the scope of binding in general. How does this work? I tried searching for binding scope in UE4 but couldn't find what I'm looking for.
How come the "For Each Loop" event only works one time? So If I have 2 actors inside the collision box, it only works on one of them? I used a length and print screen to verify it counts the proper amount of actors inside the array but instead of this event running for all of them, it only runs for one of them.
I would start with connecting a print node to cast failed
You may get answers in #umg 🙂
Already did, the cast doesnt fail as I can run this event multiple times and it will run as intended, just running once for some reason
Thanks! I've posted there too.
Even adding a Do N node doesn't solve this, it still only runs once xD I just used a print screen to verify the amount of items inside the box too, it returns however many items are in there!
Wow okay so it has to do with destroying the actor for some reason. Removing that node and this event runs fine.
I've been watching these tutorials about blending assets with terrains using RVT and all of them are for a flat landscape. As soon as they move asset on the slope, the part of the asset that is higher on the slope doesn't blend. It seems that blending that takes height can only be done strictly horizontally. How would you do blending with RVTs for assets places on the slopes ?
Hello unreal hivemind! i have a technical rigging challenge here. Im working on this characters who has these thick tubes. I want to simulate them, but i dont want them to collapse like they are now (cloth sim), but i also cant add any joints, since im using the unreal mannequin skeleton, and if i alter the hierarchy its not going to work with the animations i have in the engine.
(this is what those tubes are supposed to look like)
I'm no expert, and also #animation - but I suspect you'd probably want a custom skeleton :/
i suspect you might be right, but im hoping i can come up with some smart solution
we are trying to maintain the same biped skeleton for all of our biped rigs on our project so generic animations can be recycled, so it would suck if i had to break that convention
You need to create another RVT for heightmaps, using both. Not sure about the in's and out's of it but a google search should help
view settings appear to have no affect
What's the trick to getting these media textures to scale right? I've confirmed the UV's on the mesh are centered correctly
though I think view settings are only for 360 IRRC
Or do I need to scale the UV's down and set the texture to not tile? not sure at this point
Did that. It blends fine on the relatively flat area, but as soon as the mesh (large rock) goes onto a slope (hillside) - blending remain horizontal. It seems that RVT works well of small assets everywhere and for long/large assets only works well on the flat landscape.
is there a way to save a whole level instead of saving the variables inside it?
there are some marketplace plugins that purport to do that, but I haven't used them
you probably don't want to be doing that, the saves would be enormous
plus full of a lot of stuff you never wanted to save
Hi everyone, has it happened to any of you that out of the blue UE4 will just automatically start closing the drop down menus after a right mouse button click? It's been driving me nuts to no end and I can't figure out what's the problem
Sounds like it might be a graphics card driver issue, others have said something along those lines
I'm using a RTX 2060, all my projects have Ray Tracing off and I've got the latest NVIDIA Studio Driver, so I can't figure out how to stop UE4 form doing it
Perhaps revert to an older driver?
yeah I tried a roll back but the issue still occurs, could it be some of the plugins I am using? Like Electric Nodes for example
No idea, sorry.
Any last tips before i start moving this stuff to blank UE4?
idk but that looks sick
try in your sequencer tab, hit settings and change time displayed from frames to seconds, and try that
Still at very begining but ty
how do i stop my editor from autosaving?
autosave has saved my life more times then one, I know it's annoying at times but it's almost like a small local source control, I would keep it on
yeah sure but Im not that great, terrible actually at programming and sometimes I try to restart the editor to reset to where I last saved just to find out autosave saved my absolutely dumb failures
Hello all. im currently encountering an issue with enemy respawn logic that i made. I cant get the array of enemies to update. I was wondering if you could drag out of the spawn actor
Question: For 2D game making - UE4 or Godot?
Depends. Godot's 2D tooling is better imo. But UE's tools in general are better.
You'll also, most likely, find more help with 2D in Godot than in UE.
Is blueprints fromt ue4 different than ue5? Because now I'm learning ue4 for now.
ofcourse slowly I want to learn more about C++ besides.
When you learn C++, should i just jump straight into ue4 C++ or learn C++ alone through some crash course first.
Can someone help me up with a lill system in my project-
I basically want to make a battlefield style loadout system where you can chose the weapon you wanna spawn with
Oh dear im not sure if this is the right channel ill just post it in blueprints
@pure sorrel would definitely learn reg c++ first
Anyone have any tips for where to upload a private alpha version of my game? It’s 3GB in shipping build
I believe itch has a 1GB limit, I suppose I could just upload to google drive and share
You can go higher with Itch by using Butler - no idea on the specifics though.
| Start --------------------- Release
there are plugins that remove unused content
but probs wont take it down to 1gb
Kinda explains the bojack pfp ngl
yeah
When you build, it shouldn't include any unused content, the engine does a good job of cutting things out.
Unless you have a bunch of references stuck in it somewhere
i created a small forest and it was like 40gb
Any advice on UE4's action/axis mappings and getting them to actually work the first time when you add a new one? I fought with this a few months ago, where they just didn't register, but got everything I was using at the time working and promptly chose to foolishly ignore the fact it gave me trouble in the first place. Now all my original mappings work, but newly added ones simply don't fire, even after re-compiling, re-building, and restarting the editor.
You should go through these and make your decision 🙂 C++ and BP was made to work together
https://learn.unrealengine.com/course/3750111?r=False&ts=637641173074655097
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ClassCreation/CodeAndBlueprints/
https://docs.unrealengine.com/4.26/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/
sorry I misread your question, probably good to have some basic standard C++, then jump into ueC++, allthough some have just jumped straight into ueC++
ah fuck
i messed around with volumetric clouds and now they are broke
even if i put new ones in
verify your install via the launcher
I can't seem to get the camera to ;possess by using the sequencer to do a camera cut - it just sits there not moving - I use a possess camera thing normally but I was told to not do it in blueprint and use the camera cuts for that (which makes sense, if using sequencer) - when I do the possess and hit play (not sequencer) the movement (handled via blueprint) works fine, I just want to record it using sequencer but be able to time it better
but when I use sequencer now, it just sits in a camera staring out space, as though it never made the cut
(it stays on my original camera)
anyone know how to make a FPV racing sim in ue4? There are absolutely no tutorials online
How old do I have to be to enter the megajam? I'm a 14 year old looking to gain experience by working on a game with other people. I learn best that way.
Oh I just found out I have to be 16 or older
Well that's too bad
if me and my mates wanted to make a game together how would we go about it
si there a way so me and my mates can edit the same unreal engine project?
I have git hub to setup organising etc..
But how would I go around getting a multi-user editing thing
How do i reset that to middle of the model?
hey guys ! i'm following this tutorial. am i able to use the latest version along with it (4.26.2) or should i install the one used in the video ? https://www.youtube.com/watch?v=_a6kcSP8R1Y&t=36s&ab_channel=UnrealSensei
UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA
UE5 has released and above is a link to the updated version of this tutorial.
Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...
awesome ! thanks !
Dunno why UE4.10 editor feels nostalgic
What can I do with this type of message? ```cpp
LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: BP_VW_RockChunk2_C_6, ObjOuter: /Game/Maps/UEDPIE_0_EntryMap.EntryMap:PersistentLevel ```
A bit of background: These actors are spawned inside a replicated actor's Beginplay.
The replicated actor gets spawned and destroyed by a procedural level spawner; getting this message after building, deleting, and then building the procedural part of the level again
Happens rarely, but happens
any chance jordan hoffman is in this discord?
tbf, you should search for help if you're using bing
Hey guys, does anyone know why I don't auto-possess my first-person character when I hit "Play"? I have to manually click "Possess" after I hit "Play." I'm using the FirstPersonBP template. Thanks
I have a level and would like to see if I could make a miniature model of it - is merged actors my best bet? I can't think of anyway to do it other than that, or is there a way to get everything within a box extent and then later spawned those items but with a reduced scale at a point?
probably not what you're looking for, but thought that it was still interesting enough to share https://www.youtube.com/watch?v=etSfYfIIoSE
tl;dr: Drone flies overhead capturing an image of the city, niagra uses this information to represent a 3d view of the level using the drone's captured image as a height map
Anyone have an issue where the editors just refuse to open up? Like I click into a particle system to change some stuff, and it just never opens
sometimes, I just restart my editor and it gets fixed
I've restarted it a few times, and also my PC, if it does get fixed, then it ends up breaking about 40 mins later
what version do you have this happened to me when I downgraded to 4.25
I'm running 4.26
weird it didnt happen to me in 4.26
but the unreal engine forums will have more information about that than the discord server
I guess I'll have to give that a shot then, thanks
yeah bugs are mentioned there more than here
for my information
I gave it a look around before I asked, most bug reports talked about the whole of UE4 rather than the specific pop up window. I guess I'll do a deeper dive and then ask there if I don't find anything
Hey guys sorry to be a pain but does anyone know any good tutorials on how I could spawn waves of zombies
I can't seem to find one
I found this one when I was looking for the same thing this morning, https://www.youtube.com/watch?v=6FmUGF1trlY&ab_channel=BenOrmstad
In this Unreal Engine 4 tutorial, we'll look at one way you can spawn enemies in waves, and increase the number of enemies each round plus how quickly each enemy spawns. To learn how to create an enemy that follows the Player, check this tutorial: https://youtu.be/lipLWMbyMq0
UnrealTutorials Newsletter:
Don't forget to ...
Oh nice
Thanks man
I will be honest I have looked all over the place for a nice tutorial to do
I have never actually done a project all bymyself
I have no clue where to start
no problem. I don't think it actually had a ton of "waves," where it doesn't spawn more until the last wave is done, but that shouldn't be too bad to implement
So I might just stop going into the endless loop of, do a tutorial, add more to the game I just made, give up do it again lmao
yeah lol
I started off modifying a tutorial, then adding in splitscreen to get hit detection working, before moving over to AI to get some enemies that follow the player. It was going pretty well until unreal broke and stopped opening : /
Ah
unlucky man
That must suck
It sounds cringe but rn I am trying to do some roblox stuff
Like make the game I am trying to make in ue4 but make it in roblox
I've heard roblox's engine is pretty good, but haven't played around with it personally
Yeah its ok
It had a built it script thingy which I love
really thats the only pop up thing about it
so im making a landscape auto material but whenever I plug my normals into the multiply output (which is receiving texture coordinates) the entire material becomes super low res
well your default for the multiply is 0, that seems.. wrong
I've got a TexCoord node going into the first multiply which im doing that 4 times, 1 per material
like that
i cant change the multiply values otherwise
Does anyone know if there is a setting or console variable that controls if the UE process is "dormant" when not in focus, IE: if you Alt+Tab away?
well my comment was saying in the pictures you posted your parameter for the multiply was 0
jesus
thanks i was being a dumdum
forgot to set values for those parameters
spent ages debugging the nodes one by one lmao
well you live and u learn, thanks again
is this the right place for a landscape question?
can somebody help me with a bit of optimization. Ive been doing a bunch of things and it still runs crappy
from this scene facing this direction i get 35-40 fps. Im running a i9 9900k, 32gb ddr4 ram and a gtx 1080. if i remove the trees and all foliage my fps goes up by like 3. removing the fog in the back doesnt change the fps. I do not understand what it causing the frame drop.
the only way to find out without just randomly trying stuff is to use profiling of the gpu and cpu, to take a frame snapshot and seeing what is taking up what time
how would one go about this
at this point you literally learn how the engine works and what might be causing it and then figure it out or profile and see each part of the frame to see what takes the most then dig down to find out what makes what
@flat swallow
hey i saw ur post in #freelance-jobs
add me friend so we can talk in DMs
is anyone here familiar with c++. and can have a look at a script issue?
From a youtube tutorial, it says that i can drag a picture file from file explorer to my UE4 content tabs, however its not working for me. Do i have to move the file through file explorer or UE4?
"_
I'm trying to create a material with a texture containing several different decals on it. I'm trying to use a texturecoordinate node to select which decal I want shown, but I'm having trouble getting it to do what I want. It'll show either the first decal or it will show the entire texture tiled.
Am I supposed to be using a flipbook node to do this sort of thing?
@desert prairieit sounds like drag and drop importing, dragging from file explorer into the content browser should import it (assuming its supported)
@true ridgehttp://www.tharlevfx.com/unreal-4-uv-tricks might help, the parts with uv coords and tiling. you dont have to use a flipbook its just making sure your tiling it correctly.
Would requests to collaborate on a project go under the Unpaid Gigs section? How to post on there if that’s where I should post
and pretty much yes based on your pay would determine where to post, unpaid sounds right
Greetings.
Where can I talk about Unreal Tournament here? I have a question about it.
There is nothing dedicated to UT here, if its the game its not this discord. IF its a general UE4 question, the correct channel helps find help
Alright. Thank you.
Yeah thats what i tried, but nothing happened. I ended up trying drag and dropping to the content file in file explorer
Hello, if anyone here has a bit of time to help me with something in unreal that would be awesome! It has to do with a model I got to turn around and jump up. I can share my screen and VC if needed whenever. Its 3am here atm tho, so anytime tomorrow!
@wary wave I got a small followup question about the DataAssets.
Given you have the Assets themselve hardref'd and the Assets inside Soft, is there a way to load all of the assets at once when loading the primary asset?
I know i can pass in a bundle name and it will load it, but not sure if I need to put them all into a "core" bundle or so for this to work.
(I don't want to manually load all the internal AssetPtrs)
What would be the best way to recreate this aesthetic? It seems like heavy AO and maybe some sort of toon shader?
Some sort of fake specular maybe?
Thinking of baking curvature maps and maybe using them for a fake lighting
we manually load the assets asynch and poll until complete, I'm afraid!
Alright. Then I will probably just add them to a Bundle and load that
Thanks for the response though!
Guys, when i open my project i must every time to disable all ray tracing features to increase FPS. When i packing the project and open it all these features are enabled, everything are freezing . How to disabled it at all ?
How do i reset that to the object
Is that an imported mesh?
Changing origin in blender didnt help
:/
The object should have an offset if you press "n" or whatever the key is
Not sure what those lines are tho
You need to move it to 0,0,0 I assume
Or check if the export settings allow specifying the origin
Why would that work the first time, but not the second time?
Id is correct, but Loaded is null the second time...
Can you explain a little bit about this
I don't need to load it cause I hard ref it already, I'm aware. The Loading is for the inner bundles in case I want to load them too. Doesn't change the fact that the node is returning null the second time.
What should I explain there? Set the Origin of the Weapon to where it should be, e.g. the Grip and then change the Location in the Item view of Blender to 0,0,0 and export it.
so there's this project called Medieval game environment in marketplace which is 16gb in size and composed of photogrammetry assets which I'm unable to open and get this error log, My specs are 8gb 3200mhz ram, ryzen 5 4600h and 1650... are my specs low?
Not sure if you can just export without
Does that also happen if you open it with UE4?
ue5
don't have ue4
UE5 is not ready for production, so that can just be an engine bug.
@autumn talon Do you want an infraction?
Last warning
UE4.
ok why
Because UE4 is production ready, while UE5 is not.
ok thx
So for whatever reason, when you call AsyncLoadPrimaryAsset and the Asset is already loaded, it sort of breaks. First time the Node returns the correct Asset, even with the specified Bundles. Second time it returns null.
So I guess I have to somewhere first check if the Asset with the Bundles are loaded and if not load again. Why epic...
Using Master Sequences, I think.
Hey, maybe someone can give some good materials or hints on the Texture Streaming https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Textures/Streaming/Config/
We're building a top down game and Poolsize often goes out of budget and the levels don't look right even when it's within budget. I've completely disable texture streaming r.TextureStreaming 0 and all our visual problems went away, the game looks great and no drop in framerate. But, I think I will regret doing that, especially that I don't understand the system very well
If your map is divided into individual persistent levels (ala old RPGs or Half Life), it's okay to disable texture streaming in that situation.
No, it's 1 persistent level with multiple streaming levels in it but we have a loading screen in between streaming levels with which we are ok with
we always keep only one level loaded at a time
could do the oldskool approach of "does this thing still look good when I half the texture size on it" if yes > repeat, if no > next texture.
we did that actually, we've compressed all textures to the smallest good looking size
Though that would be obsolete, given that UE4.27 uses Oodle, which the compressive size is much more aggressive with little quality loss.
IMO Epic acquires RAD Tools and make Oodle built-in into Unreal Engine is seemingly out of necessity. Nanite stuff in editor form can take up literally tons of storage space.
Im doing FPS game and i dont have full body mesh just arms and im trying to do the character/gun rotation, but im now sure what is the best way to do it... Started doing the rotation points like this
But this
Turns into this mess
How do you guys do the rotation. In the past i have use the spine rotation method but now i dont have spine
Or meaby i just make game without arms if that is easier 😄. Any thoughts about my problem?
If you don't have super low level C++ code and not using a custom build of the engine, feel free to upgrade your project to 4.27.
I stayed in 4.26 because I modified the engine code, but backported the Oodle and Bink stuff from 4.27 to 4.26, with relative "ease".
Though I won't recommend jump out of your chair and migrate your project to 4.27 right now.
It's still in a Preview state, so things might see some regressions to be fixed in the stable release. So make a copy of your project to be ported to 4.27 and see if things still worked out accordingly.
I don't think ALS is a good reference for beginners.
Even in V4 where Caleb rewrote practically everything to be more structured and easier to dissect for intermediate/lesser expert users.
Hi guys quick question, can you package a game so it runs on directx 10 instead of 11?
My brother is trying to launch my game on his old laptop and it is giving an error
Seems like its hardware isnt dx11 compatible
Not in newer Unreal Engine 4 versions, no. Though I can confirm there is an option to target DX10 in UE4.10 (which I kept for marketplace purposes)
Have you done dxdiag, and his laptop not running Windows Vista?
(I don't have Vista VM at hand so can't make definite point of reference)
haven't heard of dxdiag, I'll try that
I think it's windows 10 for some reason... 😅
dxdiag has been in every version of Windows since DirectX became a thing
Vista however will not run UE4, it does not support Dx11
you'd need a pretty old engine version to support it
tbh, Vista was 15 years ago, so it's like trying to run an XBox One / XSX game on an original XBox 😉
Though 4.10 is the version that I can confirm to have DX10 and theoretically could be run in Vista.
Right haha
And even then I'm being super generous here
Because most laptops counting back as far as from the early 2010s were expected to run Windows 7, thus having DirectX 11 support in any capacity - even Intel Atom CPUs with shitty Intel GMA iGPU that barely run any newer game from the mid 2000s, let alone old UE3 games and even early UE4 games for the lol matters. Not even Crysis runs on those netbook CPUs.
I was going to make a fast paced FPS game and i dont have full body mesh just arms and im trying to do the character/gun rotation with camera, but im not sure what is the best way to do it... Started doing the 9 rotation points but then thought that what if i made it easier and interesting and made a game with only floating guns/spells/mele thingis. In the past i have use the spine rotation method but now i dont have spine.
So the question is... Have you ever seen a game with only floating guns? Name? How was it like? Any tips?
See the Shooter Game sample in the Launcher's Learn tab. It's basically arena shooter template.
Or even the abandoned Unreal Tournament project for that matter.
I think there is a guy on youtube making a game which is a top down shooter where you can possess guns and they start floating and you can shoot it, something like that
Dont remember the name though
I packed my project ... where can i change graphic settings ? what the name of the file?
Do you have the in-game options menu to begin with?
Did you add in the capability to change graphics settings?
no
Add one, unless you're developing for consoles.
Then you can't I think.
i thing it add by default
Of course not.
i mean like this or...
nowadays you can, generally "higher framerate" vs "better visuals" but there are some games with some more options nowadays.
there is some code file
Every UE4 games have different graphical fidelity goals, thus creating your own graphics settings in-game is more preferrable.
Engine.ini in rendering section
You can, using console command. But the development console command interface is stripped away in Shipping builds.
Try Root:\WindowsNoEditor\Game\Saved\Config\WindowsNoEditor
There are some config files in one of my packaged games but dunno if it is standard or not.
ok thanks)
It's easy to forget about implementing in-game graphics settings if he just test things out with the dev console command interface.
UI is like my bane to implement
Are ya saying that foe general games, or for games that are packaged from UE and have no UI built to handle the settings.
It was one of my early mistakes, because my testers/friends back then complained about non-functional graphics settings.
general
Ahh I see, that I knew of.
A question is 22000 Vertices a lot for a piece of armour to be worn around the upper body.
depends on how it looks
its a lot
that kinda looks like an armor that can be made with a few hundred polygons
It has like 5000 faces, and is to be used in a short movie.
it has 42k polygons, of which you could shave off 40k-ish.
if its just for a render it doesnt really matter
true, but... still
40k trist and you still see jaggies...
More optimised scenes = faster render time + faster creation time
jaggies?
sharp corners of polies
It is my first time making such stuff
Eeeek. That is what may be called over kill. You don't have the detail in that mesh to justify that level of tris.
Even Ian Hubert and alike get away with practically low poly models with hacky projections (which I dubbed it Ianhubertism, and it's not really game ready)
the extra trist doesnt matter shit on render time, mayB filesize and editor fps
This is what the model looks like
1 frame per sec on render times is still helle fast
I want to show you all the model but the bots are telling me it is explicit XD
It do matter tho.
I have rendered a ton of level sequences for "research". Fewer tris on screen do result in faster render time.
Optimise where you can, as you go. It's simply good practice.
40k trist is nothing 😛
Take that angle you robos
This tbh
This way you won't constantly picking fight with the programmers.
So Retopoing it to be simpler is the best way to go?
thats not 40k right?
retop that @plush yew 🙂
5234 faces
Use software like Instant Meshes to retopo your models, and it's free.
Instant Meshes has been used to retopo photogrammetry scans.
this is a shirt and will be weighted tho
in ue4 it is.
Doesn't really present an issue if they hide the skin behind it.
I have mostly done low poly models till now which are generally like 200-300 faces.
well it doesnt look super dense
Will these instant retopo stuff keep a good edgeflow so that animations don't go bad?
Assuming faces = quads, that's up to 600 tris.
Which is slightly less than average tri count of Final Fantasy VIII character models.
If you draw the edges (in Instant Meshes), you can get a good edge flow.
Any idea why that "Gun" mesh object isnt placed there in play mode. Its way down underground and off to the side. Moving the "Gun" doesnt help
My usual stuff, I have tbh never counted my faces before.
Though clipping still occurs with clothing even with body topology tricks.
Might be a good time to practice on keeping generous amounts of tris of your models.
I said tris specifically, because Unreal (and in extent any polygonal 3D games, except Sega Saturn) uses tris as opposed to quads.
So, I got a big question, does anyone know of a way to control UE4 from the outside?
I know webcontrol and OSC is a thing. But.. this is a big but, that app needs to run on an Oculus Quest 2. As far as I can see from the one post on the oculusvr forum using OSC is not an option.
And webcontrol seems to need nodejs to run so I would think that is out of the question.
Sorry for the wall of text.
For one thing, it comes down to C++ "plugins" that uses libraries from the external program.
<-- Not a C++ kinda guy.. You have a plugin in mind or something to investigate?
How open your image in panorama oculus 2?
It depends on what style of movement you're looking for
CMC offers a ton of functionality and it's fairly robust in its functionality
Double jumps, dashes, etc. are not that tricky to add on top of it either
infact I think it might support double jumps out of the box
I have a jump dash, a slide and a walljump in one of my projects implemented on it which works fairly well
personally I'd try to build on top, it may take some tweaking on all the settings to get the movement feel the way you want, but it generally can do it
I think the main things that might warrant an entirely from scratch method would be if you want to have some kind of very physics based movement, or you just can't get the movement feel right with its settings
is it normal that my intermediate folder is 31gb?
google says i can delete it, but what the heck is 31gb
Or maybe that is normal if you are using engine from source?
it's normal, especially building from source
Hi all, is there a command or a way to force shadowcasting on all objects in the scene?
Does anyone know of any marketplace plugin that allows for better documentation inside the editor essentially something like Editor Utility Widgets but with more functionality and, well, not UMG layouts lol
My use case is to make internal documentation of my project so it is easier to onboard another developer and they can find the things easier
good code doesnt need documentation 😛 (but usually i just use comment boxes for explanations)
Can you have 2 unreal instances running? Or 2 projects open at the same time?
Yep, but they each project will have it's own tab
thats ok, how do do you do it?
Is it possible to turn off click & drag move transform in the main viewport? I work a lot with BSP and it's very annoying when a click with minimal mouse movement results in brush displacement. I'd prefer to have the arrow transforms only
just dont open the same project twice, causes issues with saving and such
Any idea why I can't package this project? It's a new VR project i created a few days ago
I have another VR project using the same engine version that packages just fine???
not the same, 2 different projects
basically I'm building a new project and it comes handy to take a look at how some things are being made in a different project.
If having 2 projects open at the same time is not possible, what workflow would you propose?
yes, it closes the one I have open
yes
guys recently i learned world composition in ue4 and i did it perfectly but when i package the project just the persistent level is packaged and the sub levels arent loaded
can anybody help me?
can someone help me my replicated event is called two times , i want it to be called one time
the begin play call generateSlots only if it has authority (so its server) and the server calls GenerateUiWidgets on the client ( if it hasn't authority , so only if its client)
why is it called two times?
i want the server ONLY to generate the slots , and after i want the owning client ONLY to update the UI
sorry, only know about the widgets (or comment boxes, especially in Materials or Blueprints) or having it 'externally' attached to a source control system (or a regular wiki documentation site).
When we do a regular alt+drag to copy a mesh, is that an instance that's created by default?
Hi all. I’d like to animate the cube map angle in the skylight. I try to do a google search with no success. Could somebody explain how to do this. It seems a super simple things to do but I can’t figure it out
I got some clothes from Marvelous Designer, it fits perfectly on the preview mesh of my metahuman. But once I put it on the BP version it's clipping. How can I solve this?
Try master pose blueprint stuff
If its boned properly it should move and bend with the mesh
If it does fit properly having it move and twist with the mesh or cloth physics which can be setup in the actors window should fix that
what's the hotkey to Snap the object to the surface ? i tried N but it's not working, looked for it on the docs and i couldn't find it.
What is "master pose"?
lemme try it now
I think the bp mesh might be different from the preview mesh, or are they supposed to be the same?
yupp it's end key. worked. Thanks.
What is the way to only import animations because now i have only done so that i import mesh and bones too and then delete them and retarget the animation to the old skeleton that im using. But that doesnt always work and the animation breaks
Like this
any idea folks
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: CompressedFormat == PF_Unknown || CompressedFormat == CompressedMip[0].PixelFormat [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/VT/VirtualTextureDataBuilder.cpp] [Line: 676]
Send to unreal addon?
That is from send to unreal
It never finds any skeletons assets
With thise setting this happens
Should it be 0.01 metric
Or what scales do you mean
Different scale with old skeleton and the new animation?
It look normal
I tried it in UE5 and it looked 100x too big
some time ago with different fbx which i then also tried in UE4 where it looked normal
Default UE scale
ill figure it out like always no worries
is there any resource on making melee combat in UE out there? specifically I wanna make a dark souls inspired combat system but I'm not looking for a full tutorial or anything, just some pointers on the animation management & hit detection department
would I be able to activate / deactivate these sphere overlaps from an animation though
cause otherwise idk how I'd be able to set up the different "hits" for each animation
also in godot and unity it's possible to attach collision stuff to bones, idk if it's possible to do that in unreal but that might work well
Sounds like it'd be a pain to do hit detection for the full duration of a weapon swing then
You'd be manually setting up the position & shape of the hitbox or whatever for every single frame of that swing
Ight thanks for the pointers
If you can find the video I'd be interested in that
There are a couple of marketplace assets that do this kind of thing, even if you only get one to dissect it/learn from it. Combat Components is around £13 or so. I believe he uses anim notifies and traces on those.
Is there way to play the player mesh animation blueprint even tho its hidden. Trying to do the gun rotation with cam without player mesh
It works when the mesh is visible but doesnt rotate when the mesh is not visible. I use the spine rotation method
<@&213101288538374145>
:no_entry_sign: LearningCrypto#7155 was banned.
is there any good source to learn more about... bitmasks and enums? im trying to devise an effective 'ability' system and im wondering how to go about it
oh... is it like a pattern
0 1
2 3
4 5
etc

hmmm. well, im ofc looking for the cheapest options available for max efficiency so im wondering if i have a character who has lets say 3 passive perks out of... 15 or so
would some enum loop be a good way of checking which ones the character has
to initialize the bonuses on loadup or spawn after dying
not really
and do you need max efficiency? thats a very small thing you are asking to do
so it wouldnt be a good way? what would you suggest
a super lazy way of doing it is keeping all "skills" as parts of a data table and you just add the data table entry name for the skill they have to an array that the player has on them
"good" is always subjective and based on skill/time/effort
high effort and skill might be using the built in asset system like their Action RPG demo uses from epic
middle ground might be somehting like I suggested
low effort is just a boolean for each skill lol
id just be curious to learn which variables tend to be more costly. if i store references of actors surely that'd be less effective than just storing integers or names
welp
your putting the cart before the horse
do you have a system that is not working well? why optimize what you dont have. do you know how to optimize or how the systems work? look into learning them if not
make an informed decision based on your needs
step one: make it work
step two: make it work better 😉
^^ iteration is not a bad word, its part of the dev process
a 15 year dev with 15 titles under their belt will know how to design the systems they want. if you dont have that you need to learn by doing
im somewhat more limited than most atm since my project is a mod for an unreal game rather than an independent unreal project. im stuck with 4.15 and i cant do anything in C++. Not that id know how at the moment.
even if we tell you EXACTLY what systems to use, if you dont know how they work and how to do it then it won't end up the same
so you mentioned Action RPG demo.
I think you're asking about the concept of premature optimization 😛
https://www.unrealengine.com/marketplace/en-US/product/advanced-arpg-melee-combat-system found this one but mighty expensive
well, right now all i need is for an actor component to check what 'traits' or perks the character has based on a saved array so i was going to go ahead with an enum because it gives names to numbers making it much easier to see whats going on in the future but i thought id ask
which means all id need to do is save an array of integers
yes
no access to C++
oh.
so knowing how to get things done in c++ yourself is just better overall
Is this the right channel to ask for help on something?
im slowly learning c++ on the side for when i move on to a completely independent project of my own but for now... im restricted to BP whether i like it or not 
as in those white spaghetti lines you stick into inputs?
Any tips on what would cause my landscape paint tool start painting the materials as squares?? It wasn't doing this before. I'm using 4.25.4
I don't have any log errors
How do i recompile the shades?
so I can't seem to figure this out, I made my own custom character and animations in blender, I made an idle, walk, jump and a falling animation. I'm trying to implement the jump mechanic. I want to Jump then fall, and if I don't jump I just want it to fall because the Jump animation doesn't fit.
@plush yew on the bottom left of the pic is how its supposed to look like and on the right it's squares. It's not recompiling itself. 🤔 Not sure if specs help but I'm on a AMD 5900X cpu and rtx 3080
It has a jump fall, but its fall is still the jump fall animation
Yea, these. Lol
Cross posting in multiple channels is frowned upon btw. Also #graphics is the better place to ask for graphical related questions
This is a tool issue though isn't it?
If you mean is it related to #level-design , nope.
I never said this was related to level design. Maybe your confusing it with someone else's post.
@brisk urchin https://www.youtube.com/watch?v=_a6kcSP8R1Y 2:18:46
UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA
UE5 has released and above is a link to the updated version of this tutorial.
Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...
i watched a video on this yesterday ironically
Let me take a look. Thanks ^^^
No, I'm referring to the one you posted here, before you posted in this channel. #level-design message
Is there some good tutorials on how to make a minigolf game /how to make a retro FPS
I can’t find any of these
question can you work with friends at same project without sending files etc
So like I look up physics and all?
Is quixel megascans any good?
already being used in some recent games (works for them?)
turns out free high quality 3d assets are useful
Alright thanks for the response man, I'll add a couple things to level and check it out
I tried taking a look at the default starter character again but it doesn't help my problem
@buoyant bramble thanks for the video. I bookmarked it. I think I also found a another way. When in landscape mode under the paint tab there's an option called "smooth" next to the paint tool and it blends both the materials which then removes the square look without messing with the landscape resolution and material settings shown in the video.
@plush yew can u friend me please
@plush yew I was able to get it working thank you, while you were typing that I figured it out. I appreciate you though
Or anyone that can help me
Sweet thanks man
Hosting my application on AWS with pixel streaming, I get the "Starting connection to server, please wait"....
All port are okay, the app works fine locally on the VM but not on my home computer
Do someone have an idea on why I keep facing this message with pixel streaming ?
anybody here android game developer using unreal engine????
Iam stuck in one problem
iam using blueprints. When i try to save game using save game to slot node, it works on all android devices except android 11
In simple Save game ( write data) in android 11 not working. Anyone has solution???Kindly tell me
Guys, what's with the selection/marquee drag? It's like it has "ignore backfacing" on like in a regular DCC. There's no way I'm able to select everything. It always misses something out. Even if I keep selecting from different perspectives, it still misses them out.
This cost me an enormous amount a few hours ago where I moved the entire level just a little bit, but later on I saw several interior objects were not selected so they remained in one place. I couldn't undo because of Unreal's famous "unreal how bad it is it" undo system, so I had to reimport everything and retexture everything that took up hours just now. I thought it was my own mistake earlier, but turns out it's just because the selection doesn't select everything. What gives?
hey when I import an animation from mixamo into my character I just get nothing in my animation, If I preview it there is nothing there, any reason why?
I am unable to open any Material. If I try Unreal Engine just strait up crashes. using UE4.26.2
tried verifying installation.
I thought it may have been an issue from upgrading the project to a newer engine, but it wont even open a new file, it just crashes.
anyone here good at vector math?
We're trying to rename the root folder of our project and this happens on every map we have
Same LandscapeMaterialInstanceConstant error just different numbers depending on the map
Tried fixing redirectors but no luck
Anyone got any clue?
Where do you think these errors could be located?
In the landscape shader?
the layerinfo?
anyone try getting mesh location/rotation from cooked .umaps?
my quest 2 is connected to UE4, but its now showing on the DEVICES list. anyone know why ? i installed all the software in multipul tutorials.
Constantly getting these errors and crashes now. Never had them before. I didn't change anything on my system.
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RenderCore
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Does anyone know how to fix the Serial Size Mismatch Error for a Umap asset?
does anybody know how to use a line trace by channel to set the visibility of a screen widget so that when I look at an object it will set the widget to be visible
i might be dumb but, anyone know why when the materials are added to the Static Mesh theyre fine but when added to the Skeletal Mesh theyre messed up? https://i.imgur.com/mLuYZ13.jpg https://i.imgur.com/5tHhbtF.jpg
i- is that- DVA?
what would i use in a lerp's alpha to go from a to b in a certain amount of seconds? Like I want to lerp from 0 to 1 in X amount of seconds, how would i do that
Timeline ?
im in a umg id preferably like to do this in just lerp
Animation timeline.
Unless you're doing the widget entirely in Slate.
80]MapCheck: Warning: MAT_IntroEyeDoor Material /Game/Environment/Objects/Transmission/Door/EyeDoor/MAT_IntroEyeDoor.MAT_IntroEyeDoor was missing the usage flag bUsedWithStaticLighting. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
How do i fix this?
try re-saving it as the error says
right click the folder it's in inside the content browser and hit "Resave All"
thanks
|| Error: [Callstack] 0x00007ffaa2432bc6 UE4Editor-Engine.dll!TArray<FPoly,TSizedDefaultAllocator<32> >::Append<FPoly,TSizedDefaultAllocator<32> >() [C:\UE4-24\UE4-24\Engine\Source\Runtime\Core\Public\Containers\Array.h:1740]
Error: [Callstack] 0x00007ffaa243b4c4 UE4Editor-Engine.dll!FBrushSceneProxy::FBrushSceneProxy() [C:\UE4-24\UE4-24\Engine\Source\Runtime\Engine\Private\Components\BrushComponent.cpp:99] ||
big error crash
when trying to open something
wow unreal loves crashing
Hello! I'm having some issues with an ocean comprised of a large plane with a Brushify ocean mat on it. Can anyone 1) see what the issue is or 2) recommend a better ocean material?
- Strange reflections from items on land
- Dark line on the horizon when close to the water
hi guys!
How can I set my cine camera to exactly 1080? I have a cinecamera at 16:9 as view target but I have small black borders on the sides with an FHD res
Anyone wrestled with Gameplay Insights much? Seems to be a useful tool, as usual buried under a typically Unreal car crash of a UI and usability issues.
Specifically, is there a way to flush the current trace data?
*16:9
Resolution is not cine camera's concern. It wants aspect ratio instead.
(which is by default fills 1080p monitor in full screen.
Well, I said full screen. As in proper standalone/viewport full screen and not new PIE window maximised.
oh, right. the title bar is messing with the res?
Hello a quick question. Please ping me if you answer.
I model in 3ds max and use models in ue4
So my models vertices are they needed to be welded?
Or if not it's ok? I don't know if welded or not welded makes any difference.
Can I get a ref to an int in some way? I want to set that int later programmatically via set by ref
Sure can. Simply cast to the actor that has the variable.
anyone experienced colliders don't working in streamed levels? if so what did you do to fix it?
got a quick question, Im trying to set up inputs
like this
Its reversed tho, if A is pressed before shift it doesnt work
I have a cloud map, how can I make it so that only the clouds show up and the rest is transparent?
in a material
I have done animation in blender and I want knw how to export skeleton and animation from blender to unreal
I cant find unreal 4.25.4 install in the epic games launcher, it exists right?
That's just 4.25 @glacial wyvern
cant find a just 4.25 either, I can only find 4.25.3 .As far as i can see online a 25.4 hotfix was released?
only trying to get it cause ive got some uassets that were made in .4 apparently but they refuse to show up when put in the content folder, and a pparently wrong engine version can be one of the reasons behind that
The 4.25.4 Hotfix is now live! Feel free to discuss this release on the 4.25 forum thread. If you experience a bug with the 4.25.4 Hotfix, please follow the How To Report a Bug Guide to report it on the UE4 Answerhub. Fixed in 4.25.4 Fixed! UE-97208 Editor Analytic field IsLowDriveSpace is always reported as false. Fixed! UE-96338 Custom bu...
Oh, that is very odd. Maybe check the github repo?
It's a pain to compile the engine but idk what to tell you except maybe restart the epic launcher
Also that was in October 2020
looks like ill have to try and compile the engine
unless there are other reasons for uassets not showing up
ive tried deleteing the asset chache file
the github repo has 4.25 and 4.25 plus , plus apparently meant for use only under recommendation from unreal for nextgen consoles, so i doubt thats it since my assets are pc.
It will be just regular 4.25
damn compiling this seems like a massive pain
you mean .. Blender to Unreal..
I can't answer..Any one plz help him.........
Google can answer that and probably supply tutorials.
I tried a tutorial but I am getting a error
You could try using the Send To Unreal addon made by Epic. It's available in the github. You'll need to link your Epic account and your git account to get access.
This is the error I am facing I tried a tutorial and I done the same as they mention but after importing the skeleton and an animation to the skeleton I am getting this error
so the ue character controller lets you double jump but how do you tell if there jump is the second jump or the first
Is this rigify free to use
By using this method can I solve this issue
laptop specs?
Seems like increasing your field of view and just making your camera a bit further away from your character achieve the same result
should I use one over another in specific cases?
umm not sure ,but its windows 7 forsure
I mean tell me the laptop specifactions?
blender had its own deafult Rigify? @olive kiln
i know what you mean but i dont know them from memory
please tell me the laptop model
But this error .I don't Know
Yes
okay but i need to be able to easily to change the time in seconds at run time. "This takes 3 seconds to complete. now it takes 1 second to complete, etc"
Anyone got any ideas on this? I can’t find shit on google
hey, the UE example projects always have the player inputs directly wired into the player character's logic
what would be the proper way to separate inputs from the character logic, so as to be able to use the same blueprint for both player and AI controlled characters?
You can put it inside of the PlayerController
@faint rune that should be put in #released , i'll give you a bit to copy the text before I (or you) remove it.
points at #rules
Ok thanks.
How would I go about making objects conditionally invisible? Trying to set up a mechanic where if a player triggers a trap, they lose the ability to see some things temporarily
@kindred rampart i dont know who you are, but you win 10 interwebs kookies for that phantasy star reference
Ayy someone got the reference
< big fan
@fierce tulip I added it to #released however released seems to be full of people selling stuff. Mine is free, I don't make any Ad money (as I don't hold the copyright to the music), and I'm just looking for feedback.
well, #work-in-progress would be another option in that case. though those channels do not get too much attention.
just pick one :)
@cedar wave not sure what you mean
my point is that I wanna make a Character blueprint that can take "commands" but doesn't have player or AI inputs directly implemented in it, and I wanna know how to then control said character with either player inputs or AI
Look up what a PlayerController is
ie in dark souls the player character is controlled by the player but there are enemies and NPCs in the game that function exactly the same as the player except for the fact they're controlled by an AI
It is what actually controls your pawn/character
Yes. I am telling you. The PlayerController
It is a specific class
I'll look it up then
just found the doc page and this seems to be what I need, thanks
@fierce tulip may I suggest a new #showcase channel in the Sharing section where people can show-off their creations, no matter how relatively crap it is 🙂
(Where no selling-stuff is allowed)
you'll have to bring it up in #server-feedback
How can I let all light pass through my object but still have it show up as opaque?
Turn off cast shadows
Did that, it isnt working as intended though. I'm using a giant sphere with no collisions and without it the shadows look like this:
but when i build lighting its like this:
does anyone have a working mixamo xbot skeletal mesh for UE4? been trying to get it working and cant seem to get it to retarget right
Not sure what to be seeing. What is different here?
the shadows are insanely dark, you literally cannot see anything behind them and it tints the world orange a bit
I already have a skylight, and why would I need to add more lights if it looks fine beforehand?
No, I build the lighting without the sphere and it looks like the first picture
I build the lighting WITH the sphere and it looks like the second
What sphere are we talking about and are you using an importance volume?
I'm not, and it's just a regular sphere from the shape menu with a material
I don’t see it in either picture
If it’s getting into the skylight capture then maybe that’s the difference
But set up an importance volume around the scene
its because the scene is inside it
Yes, that is why my original question was how to let all light through it
And I added the lightmass importance volume it hasn't changed anything visually
Your skylight is picking it up
Skylight works by taking a cubic picture around to approximate ambient colors that match the scene
If importance volume didn’t do anything try making sure the skylight is inside the sphere and then also you can set the sphere to not render inside of reflection captures
It is inside, how do I make it not render?
There is a setting on the skylight
For how far away the sky is
Need to bring that value in
Still did nothing
Hello, all....does anybody know if we are allowed to showcase the nvidia RTX demos on youtube?
Disable scene capture on the skylight
Set it to something else
I do not see that option
Hey guys! Anyone knows if I can "switch" actors between stream levels?
And it cant be changed?
At runtime or in editor?
editor
You select the actors you want to move
Then right click the level you want to move then to
And find the option
how can i get the the movement direction of a character
If you're using the default character you can attach an arrow to the capsule and then get the forward vector
Because movement automatically rotates the character
Or do this
Don't even need an arrow attached
i want to get it based on velocity anyways
Then just get the direction of the velocity
but how would i get the local velocity like if my character is rotated at a 45 degree angle i want to get its local velocity instead of global
Are you rotating your character with it?
im just wanting to get the forward velocity of my charater
Velocity and direction are two different things
its first person so it rotaes with the camera
GetActorForwardVector
Forgot the syntax, but dot product of (Actor.Forward, velocity) to get magnitude of velocity in that direction. Thereafter, multiply that by Actor.Forward to get the velocity in actor's forward direction
Or you can get the relative rotation and get the forward vector
so if im moving forward and sideways at the same time how could i get the movment direction of that
That's just the velocity. Your velocity would be like (1, 0, 1) when normalized
So you could just use GetVelocity
i'm having an odd issue when i try to play the game (in the editor) using the new editor window play mode.
if the Always center window to screen option is toggled on, the top left corner of the game window ends up being near the bottom right of my screen, making me have to alt tab and drag the window back to the center of the screen every time.
if the option is not toggled on and i set some values for the window position, it works the first time i try to play, but on every subsequent play, the window position changes (moving towards the bottom right of the screen)
setting the position to 0, 0 seems to work ok, but i'd still like to work around this if possible.
any ideas?
Anyone know if there is an engine setting for "Look Input Curve"?
Don't think so, wasn't there last time I checked
hey guys, I'm experimenting with anim dynamics and tried adding it to a bone chain, but it keeps bobbing up and down and I have no idea which of the myriad of settings I should be looking at to be able to adjust this, any help?