#ue4-general
1 messages · Page 1047 of 1
O_o
Hello should i do that when you start game you have one ticket for random color change or i should do that you will pick color of your chose
how could i make titan fall/apex crouch sliding in UE
ive used launch charater but if i go down a slope i fly up in the air
Hi could your help me ? I have a map, everything is still in the world outliner, but all is unsync, like SM, textures etc. I didn't do anything particular... could you help ?
When they hit the slide input, set the character movement component's ground friction to 0 maybe. Then have it gradually go back up to w/e the default value is.
so ive found that when i start sliding on flat ground and move on a slope i stay on the groud but if i start sliding on a slope i take off in the air so what i need to do is get the forward vector alined with the ground
cuz what the slide dose is set the friction to 0 and launch the charater along its forward axis
if i can just aligen the forward vector to the ground when the capsule is on the ground then the player should stay on the ground when sliding but idk how to get the forward vectors alignment with the ground
hello all, having issue with a ref to the enemy. i set the ref to what the line trace hits but why cant it be valid
lmao
move this to #lounge, also blueprint is a programming language, blueprint(s) is an asset using the blueprint programming language. please dont reply to this here
@plush yew it is valid sometimes but idk why not others
i know i need to set it valid. just didnt for demo
Hey, does anyone else get very poor performance when you view a cine camera in a popup window...?
What does it mean when the 2D Sprite doesnt turn anymore or does running animation (asked this in Paper-2D but no response yet from the channel being inactive)
Please do not crosspost without being redirected.
how m
having a bug inside a exposed parameter in niagara system, version 4.26.2 i can only change 1 value at a time , means if i change a value it complies the niagara system and i need to re-open the window below to change the color again , does someone know what causing it?
Does anyone have Paper-2D experience
Hey, how can I make a material an exact copy of one? so make my blank white material have the exact same properties as my glass material
Posted there but no one is active rn or responding
Those are my options when I drag the glass material over the white one
advanced copy did nothing
please don't bury other peoples questions here with completely off topic messages and memes, move it to #lounge
sorrry hopefully thats better x3
What does it mean when third person character wont drop on the floor but drop on the air when i drag it and drop it from editor?
iss there a node that will allow a "fyling drone" to fly back up to its last position in the air after being disabled from an EMP burst after 5 seconds?
something like "move back to capsule position" or something
and resume its main protocol
HM , dont' recall, been away from engine for too long , moving: how again do I snap gizmo to mesh, given atm its too far away from mesh...a key press plus LMB I think ?
just want to rotate stairs a bit
sorry I mean widget ^^
Is there any differences between those 2 ?
no
does anyone know how i can fix this weird "jump" that happens when i complete a vault?
tried messing with the wall height break vector value and it doesnt seem to do much
Theres a bug in my unreal where if i drop a mesh it wont be dropped on the grid but far in the air
Not sure where to ask this... but does anyone know about procedural mesh components? Collisions dont seem to work properly
Playing with perlin (simplex) noise for terrain generation, black could be water=lake for example. If im happy with shape and size but I would like to drastically reduze the amount of the lakes.. how would I approach that? I cant figure it out. I dont know if its still adjustments on the noise level or different filter methods after that. Advise is much appreciated 🙂
@stuck scarab use another perlin function at a much higher scale and then take any value below .1 for example multiplied by the one posted here.
hey guys i have an issue in my world
for some reason all meshes i built are comepletely dark
even though it was fine a few minutes ago
i was tinkering with the project settings
with the engine scalibility
i turned it to medium then back to epic
and now the lighting broke
halp! UE4 crashed and now my project won't load past 45% and I have this for some reason
Should have multiple versions there. Edit: nevermind, reloading fixed that. Bigger problem is my project no longer opening 😦
whats the error message
No message, just stuck loading at 45%
also if you are running a slower pc then it will take longer
usually it would just had to wait out
have*
It's... not a normal length of time... it's taken like 10x longer than usual
hmmm there could be several issues with this
i dont know how to help unless theres a specific reason
I'll leave it up and take a break. Thank you.
okay sure
Alright it went through! It decided to recompile everything in the project though.
12,000 shaders to go
mighta lost a bit of work but not too much hopefully
When the editor compiling makes a prettier game than you
ooh nice
hey guys just wondering if anyone knows any really easy to follow tutorials on how to make first person melee animations. Any help will be appreciated.
Pretty easy if you know how to make animations in DCC tool(s)
(Can't recommend Control Rig to make them just yet)
Thanks man but I have to be honest I have no idea what DCC tools is, I am noob at this stuff lol
Basically these softwares:
Blender, 3ds Max, Maya, Houdini, Metasequoia, SoftImage, Lightwave, etc
Oh I see
So do I have to make animations using other softwares ?
Or can I make them in UE4
I also added a pack from the UE4 market place into my game
And they have things called skeletal meshes
are they the things I use to animate
like do I animate those things
I still can't recommend Control Rig just yet to animate in-engine. Using DCC tools can give you better understanding and animating tools to make animation sequences.
You can use the mannequin skelmesh to make the animations for your skelmeshes, as long as it's adhering to Epic skeleton standard.
I just want to animate basic sword and dagger type weapons
I am making a dungeon crawler
what if i wanted to use my own models for animating o-o
I personally use Blender, but depends on your preference.
Spoiler alert: ||I ended up using female Mannequin for better proportion reference||
so animating with your own meshes is worst than using mannequin D:
Well, at least in Blender.

I hit the limit of Control Rig animation tools rather quickly lol 
guess ill stick to blender when i start animating
im kind of skipping character creation sysem
because
i just have no idea what im doing to create a basic creator system ._.
oh
can you export low poly versions of your model from unreal
Character creation system is a difficult task to achieve.
and if so will the animation from that model exported be port able to your high poly model in engine D:
As in the lower LODs? Yes.
oh so i just need to export lower lods for the blender animations right?
You can export all the LODs and delete the higher ones.
oh i see
and yeah
character creation system is annoying asf to put together
because no one seems to have a list
for what youll need :/
Well, sometimes you have to make the cuts.
ughhhhhhhhhhhhhhhhhhhhhhh
but
borderline hentai areana fighter with amazing movement system
withou creation of custom character is just painful ._.
if i cant figure it out somehow or pay someone to help me figure it out
ill skip it finish my entire game besides that
than ask for a publisher's help
to make that one system xD
i already have all of the needed assets and such i just cant figure out the mechanical part of putting it all together ._.
blueprint wise
Why borderline hentai?
because people like pretty things
and some like sexy things
regardless of gender of course
and jaw dropping beuaitful characters with aesthetic asf violence is a work of art :3
granted you can be ugly if you want
i have that setup in advance under multiple morphs
Yeah I get that people are horny but I never got why people mix that with fun
well ask yourself monkey licker
would you prefer ugly characters fighting or beautiful characters fighting
Nah monkeys just taste good
I won't hold my breath for publisher help if I were you.
At most publishers help with marketing and funding, but not helping with codebases.
heres an easy comparsion and ask yourself who youd rather play for in a fighting game
which would you rather fight as :3
I don’t care what the character looks like, if the first guy had a cool mechanic then I would pick him
granted my game models let you do both if thats what you find sexy of course ;3
both would have cool mechanics sooo
I'd rather fight as my Final Fantasy XIV rendition of Makoto Kikuchi.
well she's beautiful so i agrees :3
Well I hope your project goes well, if you don’t wanna hire someone then YouTube is the best place for you imo
yeah youtube is a life saver .-.
that and random forum hopping
im honestly thinking about buying a really well made character creation system
and backwards engineering it .-.
Haha, yeah it’s always the 10 year old forum posts
omg yeah
literally
the guy with no replies
who found the fix and came back and posted it 3 years later
Also I keep thinking about making MetaHuman rendition of her, but kinda difficult to get Square Enix esque facial profile.
So, wait are you trying to do an anime character or something?
honestly i wanted to use meta human but it seems a bit buggy iirc and idk how easy making weird races out of them would be
well my models arent anime
their really well done 3d
My models are anime tho
think of something like final fantasy remake or final fantasy xiv
but with real toes instead of squares with textures xD
Hmm
i wanna put an anime shader on them tho
id post an example but their butt naked x-x
they dont have the naughty bits but its still against tos here
hence the borderline hentai part
I made custom fork of Unreal Engine 4.26 just to get anime rendering without involving post FX
Usually games that have cartoon shaders make their models/characters to fit with a toon shader
Why?
Because I want to use vanilla UE post effects, and using post FX material disrupts them.
It's a shading model so I had to probe to the engine's material codes.
All the hoops to get this calibre of anime rendering, closer to TV/movie anime series. (Model is from Idolmaster - I use them for R&D purposes)
Ah, well it clearly payed off because it looks very nice! I’m going to bed
Also might as well add some useful community fixes that weren't approved for the official repo and launcher builds, and backporting the juicy Oodle compression from 4.27 
I would consider deeply integrating Lua into my fork 

Oh right
You can build the last working snapshot of the repo:
Right, you need to have your GitHub account linked to Epic.
yeah i still cant seem to fix that..
i might nap
i have no idea
what the heck i should work on first
stupid long list with a billion moving pieces and im dumb and didnt write a to do first list beyond character creation...
For comparison, the first Grand Theft Auto deviates quite a lot from its design doc.
from a youtube tutorial, it told me to connect 'cast to character' with 'calculate direction', however they are using an older version of UE4, how do I fix this?
The 1st pic was from my version, the bottom one was from youtube
Hello guys I have this problem so sad right now
Connect the Return Value to your Speed Set node, and skip the exec pins from "impure" old function.
Ok ill try that
Some functions turned to pure mainly to make BP easier to manage, due to them not needing to be executed on its own
There's no such thing as UFunction "purity" in the C++ scripting.
i'm so noob guys help i try to use hair material M_hairsheet_master2 but material give me error when i plug my maps
Make sure all your Texture Sampler nodes have Texture2D assigned to it. It can't be none.
I'm completely ok with deviating from the established documents
But I want the core concepts and features at the very least ._.
here ?
Yep, those offending nodes.
i have to add texture2d to it ??? now
Yes.
Borderline hentai pretty characters, great movement system, rpg element and loadouts/builds, fighting game action combat, amazing movement system, and an ai system that makes your character feel its apart of the world and like your own little Pikachu to your ash like adventure o.e
Click the nodes and you should see the option to assign a texture.
okay thanks
Bilguun
You might want to be careful with your node setup
When it gets like spaghetti it'll be annoying asf to manage because the wires will criss cross like crazy
VFX artists rarely do the housekeeping BTW 
You can move your nodes around to make them easier to manager from where to where or double click the strings and move the bead itll create to keep it neat
okay
So much so that it becomes a meme.
as u can see i'm complete noob
XD
haha okay
i feel like everything i touch might break my project
But this chimera is willing to learn!
Backup
Your project everytime its stable
And going well

I made that mistake and lost my whole project a year ago
I just wana put my character work in to unreal
😋
still learning thanks guys
Unreal is open ended so you can pick wherever you want to start and spin in circles until your game is done lol
If you have time set aside a few hours a week and make a short concrete list of the core pillars and gameloop of your game
Mine is over 800 documented pages long
cool. I guess unreal becoming must now
Don't be dumb like me ._.
You have no idea how dumb my game work was before 2020 xD
A simple list like I want grapple hook, combo attacks, jumping or platforming, cool levels based on (insert) design, and really think of the theme or style of your game what experience do you want your players to feel when their playing your game
For mine its an adventure with your AI partner, through ravished lands and beautiful cities for gosh knows what
itll help you stay on track long term
If you guys and gals want to cringe from my earlier attempts:
https://youtu.be/NtB7nyr1_Kw
As of September 2019, this build is outdated.
I still made some mistake here and there in this test build to get the testing deadline, but I think the concept is there.
Coded with mostly Blueprints in Unreal Engine 4.22, animations hand made with Blender.
Footage recorded by Ikramullah
O.O
Correct.
but gives me error something wrong with my maps ?
Your game demo isn't even that bad xD
The animations just look stock as heck
Ok I think its nap time Yuki tugging at my leg
Have you do the same on other Texture Sampler nodes and recompile
yes
i assigned my alpha, height, id, root
but gives some weird error my mesh goes like this
by the way i'm using human project
What's the error?
How did you get this screenshot?
hello
Now the textures themselves 
anyone know how to fix this?
Downgrade your NVIDIA driver.
how much will it affect development with unreal? is it required?
It'll affect a lot - newer drivers make the editor borderline unusable.
thats not true
(quoting from others' reports - I'm siding with AMD, not giving a shit with editor issues in NVIDIA drivers)
its specific hardware driver combinations that cause editor issues
epic has stated before, its just undefined, between motherboard cpu gpu driver combinations
im always on nvidia latest and never have issues
they had some serious issues around that driver version your getting that error for, but later cards on their latest drivers dont have those issues
i think ill just try if something doesnt work, its my first time using unreal coming from unity
figured it out thanks
definitely just give it a try, if you have any problems go to project settings > platforms > windows and set default RHI to directX11, and un tick directX 11&12
that will disable some features like tessellation and other things like that, but should give better overall performance on that generation of cards, I have another system with a GTX 1050 Ti that I can use unreal so you should be good
but wait for issues to happen first
also PS, I came from unity a long time ago, check this out if you haven't already, cheers 🙂
https://docs.unrealengine.com/4.26/en-US/Basics/UnrealEngineForUnityDevs/
I was a Unity user (2016) and not even using that.
anyone know a solution to this happening? its driving me crazy
oh wow, bookmarked
That docs page is okayish. But also kinda bad. UE4 has no prefabs. Blueprints aren't prefabs
Does anyone know if a player needs to have Epic Games Launcher installed to use the Epic Games Online Services?
Hey guys. I've got a MBP 15" 2017 with 16 GB of ram and 2GB GPU (radeon).
I'm wondering if someone did a performance test between macos and windows (bootcamp) on MacBook and could share his thoughts
is there a place to report bugs?
Hi friends, I'm not sure where to post this so here goes.
In my scene I need to play a video (which I'm generating through FFmpeg)
I have made a test mp4 video with premiere which works
I have created another mp4 video with ffmpeg which does not work and cause the engine to freeze and crash.
Both are mp42 MPEG-4 AVC.
Could someone help me figure out what could cause the crash?
I'll upload both MediaInfo files also
This video works
This does not
scary
i fixed it no problem anymore
very poggers
Solved it, Apparently UE can not handle a 4:2:2@L4 video profile.
looks like they are behind the head
Hi everyone ,so sorry to bother you,I have a question about my new project in the company,it's about real waterflood in the city,there are any good ideas about the workflow to make it,because it will use the real data to make the final result,so I'm curious about the Houdini workflow,Can Houdini input the data to make waterflood?And can the asset be used in Uneal Engine? Really thanks!!
Houdini absolutely can do that and export it to unreal engine, don't quote me on this next part but I believe it would not be real time intractable
another good option to check out is nvidia flex https://www.youtube.com/watch?v=IEnVWCOQ8eU&t
anyone have a solution to this crazy issue? the translucent material changes with fov and scale of the viewport
is https://answers.unrealengine.com down ?
Enterprise solution for all your Social Q&A needs.
i got a 403 Forbidden
I see,man.Nvidia flex can handle the big real data ?
Hi, may I ask if there's a possible updated documentation/videos to teach beginner how to sync events with audio? Bcoz i found some like Godot n Unity has this kind of game doc but UE4 is so rare. I'm trying to find it for my rhythm game project. Thank you in advance
Is it still possible to edit matinees with newer versions of Unreal? I downloaded the infiltrator demo but I can't seem to get into the matinee
Appearently there's supposed to be an "open matinee" button but I don't have it
@plush yew thanks for checking
When I hold W it moves forward just as normal. I am trying to make it when I press D or A once it moves 90 degrees to the left or right but stays there. After I hold A or D I press W and it rotates back to its original position, I am not quite sure how to fix this.
Is there something I should add after the Add movement input that makes it a brand new position?
Dont know if its a good idea but have you tried "AddLocalRotation"?
Does anyone know if something like this exists for character movement? This is showDebug vehicule
I'd like to see a speed graph for my character
Not sure why do you have the need to reinvent the wheel as opposed to using Character Movement Component 
The Character class is just inheritance from the Pawn class
Anybody knows why when using the movie render queue, when i press Render ( Remote ) it renders a completely different sequence, not the one i have selected. When i use the render (Local) everything seems to be fine. With remote it always renders the first sequence i ever tried to render, so im guessing the settings are cached somewhere.
so noone still knows why this happening ? is there suc thing like hair card dither away with other mesh ?
I’m new I have no idea what any of that means lol
See the Third Person template.
Yes
if unreal has no prefabs, is there no way of saving premade variants of existing blueprints without making them their own blueprint? cause making inheriting blueprints just to change data seems a bit excsessive
Is anybody here familiar with the ninja character movement project? If they are then I have a question, can the character stick onto moving objects?
anyone in here managed to use the unreal water system without a landscape?
and if it's impossible to remove the landscape from the water system, what's the most minimal landscape possible? can it be just a single triangle? 😬
how can i disable those black shadow?
i think it's related to the ambient occlusion but i already disabled that
this error is killing me. can anyone help me with this 😦
atal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] CommandQueue->Signal(FenceCore->GetFence(), FenceToSignal) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Fence.cpp:22 with error DXGI_ERROR_DEVICE_REMOVED
your graphics card went away
or driver crashed
i would suggest reinstalling drivers, etc
or it could be using DX12, try DX11
yes. that is the isssue. but hwo to fix it
i reinstall everything, i even install the studio driver version
last thing i want to do is reinstall window
https://youtu.be/CRnd513xWLk
watching this right now
If you've ever had your renders crashing, here are a bunch of solutions to that problem! This is an issue we've all struggled with at some point, and here I discuss a few things you can tweak to get your frames out when you need them.
Timestamps:
00:00 - Intro
00:40 - Let's begin!
05:14 - Useful Tip
06:09 - Recap
points at pinned messages
Anyone experienced anything like this with volumetric clouds or fog when moving the camera/character?
Hey does anyone know why I can't paint this layer anymore here? Painting this layer has worked previously as you can see in the path
thank man. i will try that.
but for now,. i just switch to directX11 in project setting
i dont mind the techincal quality at all. and so far so good. may try that fix later
recently i learned world composition but when i package my project the sub levels arent loaded what i am doing wrong?
wow. its worked. tghanks you man. thank you thank you. u just save my work 😢
is there a way to turn off the auto adjusting for collision when moving objects in editor in a scene
trying to blockout levels is a real pain when every BSP and actor randomly gets bumped by something
no this is a different issue
I am dragging objects around and they will bump to the next grid snap point
no they are snapping as if I have moved it
I grab this bsp by the Z pivot and drag down
Ah
and then before it hits the bottom it bumps the Y axis
it effects everything
There’s a built in model editor that is meant to replace bsp afaik
Bsp itself is poorly supported these days
actors and meshes all have this weird issue for me, manipulating them will just cause random movements on an axis I'm not even touching
That’s usually that copy paste thing but if you have a strange construction script maybe?
maybe, I've never noticed/had this issue before on other projects
It gets me regularly
Until I just alt drag every time
If the amount it’s off is 5cm then that’s likely what’s happening
alt dragging still has the same issue
Hm
Check out the construction script
If it’s moving the root component that likely could be the issue
I can't find anything
While trying to make some quick prototypes I've noticed that copy/pasting all assets related to the mannequin in the third person shooter template doesn't really work, seems like lots of linked stuff are broken, what would be a better way to just have it "exported" to a new project?
I've deleted all actors in the level and it still does it
Fr is it someone who kows where I can get good free weapons assets ?
I have looked everywhere
and I find nothing that works with Unreal Engine
why does it not work with Unreal Engine?
hrm, was hopeful, disabled all AA, still happening.
It's odd, it is like the rendering of the fog lages behind the camera.
A scalar - set to 1
ty
Looks like a constant. hold down 1 and left click.
hey im a new ue user and i cant figure out why this is happening in the viewport
when i replace the roughness map with a constant it kind of fixes it but then again i dont really want a constant roughness
here's footage of my aforementioned issue of assets getting random bumps on an unselected axis when moving an asset on a single axis, other people working on the project can't replicate this issue at all.
disabling grid snapping just makes the issue worse
pretty much every kind of asset I have tested, BSPs, actors, meshes etc will get this issue
its pretty much random, it will occur on every axis under seemingly random circumstances
i just got into UE and i just wanna say vertex blend is so mind blowing coming from Blender displacements
yes nvidia flex can handle the big data, somewhere there is a free unreal project from nvidia to download, where a massive water sim flood rushes through a city, can't remember the name of it but it was a tech demo
why is my physics volume not doing anything?!?!
The pic is too tiny to see what's going on. Instead of a constant, make it a scaler?
oh i didnt notice it was so small im launching ue again hold on
basically material preview works as expected
viewport is scuffed
and i believe the opacity map isnt functioning correctly in the viewport
I'm a little busy at the mo to dive into this, but if you get a picture of the whole material graph, post that in #graphics and explain what you are expecting to happen as well as what is happening, I'm sure someone knowledgeable will try to help [if there is anyone around of course] If not I'll check in later and see if I can offer any ideas etc 🙂
alright cool thanks anyway
Hey, so which channel should I go to if I just wanna ask like, general game design philosophy related questions?
Is this one fine for that?
Hi, there are a channel for unreal engine help or is here ?
Depends on what you're needing help with.
I have an error for compil a UE game and i doesn't found the specific option in Visual studio
i need to add /Zm option in visual studio for limite the ram used for the compiler
beaucause i have a Fatal Error C1060
Are you using Blueprints, or C++?
just for the test i juste create a blank project
Kay, I think #blueprint might be the channel you wanna go to, since it sounds like it's programming related.
But my question is i don't have the command line option in the property page :
my question is not for the programming just a missing option in visual studio
I think this channel is fine then? Since it's a question about UE4 in general.
if you know the variable and where I can place it I am a taker
I am fairly certain you need to build from git source for it though
that's what I did
is there any good tutorial on how to use the Controller classes somewhere? playercontroller, AIController, etc
the doc only describes what they're supposed to be used for, not how to use them
complete shot in the dark here in your buildconfiguration.xml
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<MemoryPerActionBytes>1610612736</MemoryPerActionBytes>
</ParallelExecutor>
<TaskExecutor>
<MemoryPerActionBytes>1610612736</MemoryPerActionBytes>
</TaskExecutor>
</Configuration>```
1610612736 is the default 1.5*1024*1024*1024
By default we use 1.5gb per thread here
I don't really know the consequences of going lower
USUALLY fatal error c1060 is due to a lack of hard drive space for the page file
so I would just clear some space out before trying to change build config ram usage
normally I have enough space
And where is buildconfiguration.xml ?
not enough I think 😄
MemoryPerActionBytes is not a parameters for buildConfiguration
I was checking in UE5, my bad
I assumed it was present in ue4
you are probably better off just clearing space for the page file
hi
year i test that
<WindowsPlatform>
<PCHMemoryAllocationFactor>10</PCHMemoryAllocationFactor>
</WindowsPlatform>
how do I use the plugins
New learning series for Game Jam - The Unreal Online Learning courses will be available for a limited time from August 12 to September 16
Where I can find it? I could not find it in Unreal Online Laerning.
I'm on a vm I will increase the size of the virtual disk
Hello, does anyone have UE4.20 installed? I'm wondering if someone could do a quick test for me. Should only take 30 seconds..
No, my main pc is a gaming vm in my server 😄
yes
what?
Is there a way to prevent the Epic Games Store website and Epic Games Launcher from opening up whenever I load up my project file?
no
Cheers, can you create a new level with an empty landscape in it, save it in a new folder in the Content folder, restart, then try to rename the new folder you created that contains the map...
We are completely unable to do so in 420
have you tried fixing redirectors of the folder? not sure if it will help
Any1 know answer of this, or is it not released yet?
@modest trench We tried everything at this point. Fresh 420 install, new projects, removing everything from appdata/local/..
Two different machines get this exact issue
And im wondering if this is just a bug in 420
Ie. unfixable..
I would say it's worth your while to update to at least 4.22
Well for us thats not a possibility right now..
if this is a specific version issue, sorry I can't think of any fancy workarounds
But i would have expected to find some information about this online
ie. other people getting the same bug
but nothing that mentions that landscapematerialinstanceconstant
And if it is an engine bug then boy its a bad blocker 😅
you probably have good reasons but can I ask why it isn't possible to upgrade?
we just dont have time to go through and test evertyhing in other builds, too risky.
I'm trying to set some physics body to simulate but when I do they start freaking out and flying everywhere. Nothing I've tried worked and I can't find any answers online. Can someone please help? I'm tearing my hair out here.
@plush yew been able to test?
huh sorry what do you want me to test
can you create a new level with an empty landscape in it, save it in a new folder in the Content folder, restart, then try to rename the new folder you created that contains the map...
there is something very funky about landscapes for us
as soon as there is a landscape in the level we are unable to rename the folder the map is in
in fact we are unable to rename the map at all
which normally wouldnt be a problem since you could just save it again with a new name but thats not an option since we need to rename our project root that contains tons of stuff..
Would anyone happen to know how to give a Destructible Mesh Complex Collision?
yes wait
maybe
Hi, when I play my packaged game, the game starts with the spectator pawn, not the default character. Player in Editor starts the game with my character. Has anyone an idea?
Maybe something with your physics asset?
could you be more specific? I've been fiddling with the physics asset for hours
so the character movement has a feature to double jump but if you are crouched and jump you have to hit jump twice to double jump is that a bug
can anyone suggest a proper workflow for creating 3d characters with clothes and assests. I have Character creator 3 and blender, any other programs i should get?
Unfortunately, I have no idea about physics. Do you want to implement a ragdoll?
Shader compilation failures are Fatal?
Hi all, I'm having some issues with shader compilation for my water body (coincidentally) ... When I play in editor, it looks fine. When I build or play standalone, it's showing up wrong ... Can anyone tell me how I might troubleshoot?
here's the version in standalone
might need to check the logs, or run it with console logging on so you can see if it gives an error on the shader
bad solution but if thats UE4 water works 100x better in UE5 for me
yes, I was trying to find the command to see the output log ... Google search shows nothing, couldn't find it in the docs
I'm using UE5 ...
@grim ore how do I view the output log?, I was unable to find this console command ...
Thx 🙂
its not a console command, its a command line parameter when you run the .exe file
but any saved logs should be in the saved folder as well when built
I'm using Mac for this build ... i couldn't find any output log in the saved folder, excuse my ignorance ...
you might want to see what preview level its using for shaders in the engine then to start with, Settings -> Preview Rendering Level
if your material was a checkerboard I would have another idea but its a chance the shader being used is not compatible with mac is my first guess
also, your using UE5 so...... it could just be a bug
This is what I'm currently looking at when I search settings for preview render ... and thanks for the help!
I'm sorry, I can't find the preview settings you're talking about
right, got it
try IOS
see what changes when it recompiles, you might find something you are using is not compatible with metal
Ok, might take a minute, everything's a little slower on Mac, I have a fast Windows machine too, but I prefer to test on the slow machine
Big thanks for the help BTW
my only other thought was the material was not compiled for that type of item, but that usually ends up with a grey checkerboard look
I've seen this before on slow material compiles, but it always sorts itself out, this time not ...
Let's say I want to allow the player to pick up objects in front of them, similar to Oblivion/Skyrim where it just "floats" in front of you. How would I stop the player from being able to propsurf? So that when they place an object under their feet and pick it up they cant "fly" with it?
If anyone is free would someone be able to help me with adding a new footprint sound to my player blueprint class. I made the Materials and everything, just am very confused about where to add the node into the character BP lol
dont let the player put it in below them? if its just to let them look at it disable input and just let them look at it. If you want them to move around with it disable collision while its moving and maybe dont let them place it below the player? or have a timer where once they drop it they cant pick it up again for X time or the reverse?
@crimson peakthere are multiple ways. depends on what you want to do. You can just when player is moving play sound, or you can add an anim notify in the animation so when the feet are down it plays the sound
The issue is the Blueprint already has sounds when walking but only on metal lol. It is a template. I can show you my screen if you are free anytime. It is very confusing and tutorials do not help with this one because it is set up different
if it has a sound when walking on metal, the issue is you dont know how to do a different sound on a different surface?
I followed a tutorial, but my character blueprint is laid out way differenly ya. I found where it needs to be added to but the nodes are much different. I see the metal input but it branches off. Tried to add the wood in, but deleted it because it didn't work lol The nodes are confusing me in this setup
understood. you said the blueprint has sounds but only on metal, did it come like that?
yep you just add more options to the select node
oooo
So delete that, and add a new one in it's place? I added wood to my project etc,
so your surface types are defined in your project settings
Oopps i think the return value was supposed to be linked to sound up top to lol
Ya
I got all that done
Just gotta add it here
from the looks of it you only have metal, do yo have more?
No ih ave more
have
Wood
If i add a new select node it appears
IK haven't updated that node yet
I"
It is old
yes you would have to refresh the old one or use a new one
Oh okay
one that shows all of the types, then you hook up the return value to the sound on the play sound node
and each spot to the right of each surface is where the sound goes to
thanks a ton, i will try it now
Wait so
okay one sec ill update it
I gotta add the asset in that box right?
where it says select asset you need your sounds
Beside wood
ohhh
okie
wood would be the cue i guess, that i made. It has a modulators to change the 2 sounds connected
The metal sound was never there tho in assets, i think its set as default
Ok so it works, but is playin g metal also
Do i get rid of default?
the default is whatever plays when you are not getting the wood or metal result
hmmm okay, ya it sounds very odd haha
nvm lol
it works
just bad wood sounds haha
xD
Thanks so much ! Worked well tho, ill just update my sounds haha
hello, when i fire my weapon it spawns a projectile actor, but if i do it with the weapon clipping through an enemy, the projectile apparently is spawned in the 0,0,0 of the world even with the Always Spawn collision handling flag. how can i prevent that behavior and have it always spawn in the transform that i gave it?
check to make sure the spawn is valid before firing it? do you want it to spawn in the enemy?
yes
the issue being two solid object (both have collision I assume?) cant occupy the same spot
yes
the enemy has the physics asset (because projectiles ignore the pawn channel of the capsule)
all you can really do is manually check, or set it to try to adjust but always spawn
and the projectile has the box component as the root
but if you have two solid items in the same spot, the engine is going to try and force one of them somewhere else
shouldn't the always spawn flag do that?
/** Actor will spawn in desired location, regardless of collisions. /
AlwaysSpawn UMETA(DisplayName = "Always Spawn, Ignore Collisions"),
/* Actor will try to find a nearby non-colliding location (based on shape components), but will always spawn even if one cannot be found. */
AdjustIfPossibleButAlwaysSpawn UMETA(DisplayName = "Try To Adjust Location, But Always Spawn"),
it will spawn, then immediately be forced somewhere else
so whats the difference between AlwaysSpawn and AdjustIfPossibleButAlwaysSpawn?
adjust will try and find a nearby spot that is valid and spawn in there instead
hum, so i kinda need to force it back to the original location no?
or stop your weapon from clipping into the enemy
that's hard to do
or dont spawn if its colliding and just handle the damage part
game dev is hard
you can spend months just trying to get weapons to look right when you are next to a wall 😦
been there 😛 right now my best approach is retracting the weapon, but still not great
i know you can do ik
or try to hack the player mesh to always be on top
but they all have their own issues
some worse then others
anyway i'll see if i can detect that the projectile is going to origin of the world and then just apply the damage or something like that
thanks for your help now and also for your content on youtube, it has helped me throughout the years 🙂
might be easier to set it to do not spawn, and if it doesnt spawn ( return value will be null ) just handle the damage
makes sense thanks
though i still need to detect who i hit
so i still need to do some type of trace
how do incremental games program their "infinite" currency?
where it goes from like 100M to 100B all the way to like 100aa, 100ab, etc
Short answer: they don't.
anyone know why when I import blender armatures the sockets I create are fucking massive?
look at the socket size lol
You have to get out of the cardboard box.
good one thanks for taking time out of your day to help lol
No, really. When I said "think out of the box", you're not implementing a feature strictly to the "actual rules"
its just the metric system but with whatever currency they use
10 of this 100 of this 10000 of that 100000 of that etc etc
hey need help
i dont understand why it says this aint a player controller
if its the player im working in
yes but uh, aint itself_
?
player controller is the person who controls it. youre player controller 0
pawn is the actual character
YOU are the one pressing the button right?
Yea
so youre the player controller
cause thats just an event
then how do i call the player controller
get player controller
ok it works
i still dont understand why the place i found this code
didnt put anything at target then
okayyy i'll think outside of the box thanks
no idea haha
pretty sure you need a slot
I moved some c++ files into folders, and now i can't build or open my game. Is there any way to resolve this?
I'm getting errors from each cpp file saying that they can't find their include file
previously, it was not in the universal folder, and building worked
I've cleared intermediaries and regenerate project files, but it didn't help
already fixed that
now i cant get it to play an animation montage
this is the whole blueprint im doing
im trying to make the character only run if holding shift
and roll if pressing shift once
Me and my friend are trying to use multi user editing, but when we do all the steps shown in ue4 made video. My friend can't see my server
anyone know how t ofix
hi what is required for me to add content to a unreal project
@signal bonelook at using the new enhanced input plugin, it can handle it easier. otherwise maybe use a timer instead of tick? pressed -> set timer for X time (how long to hold for sprint), if released before then -> roll and if that timer fires, it starts sprinting
@plush yewwhat content? you can import it from the green button in the content browser or drag and drop supported content into the content browser or right click in the content browser and import.
ok
hey guys
im relative new to Unreal engine and i am following a Youtube Guide for an InGame Timer (24h clock)
now my problem is, that my clock isnt running or it is, but the number doesnt count up!
i would debugg and search the mistake by myself but somehow i cant watch the values im interested in :(
Can someone help me out?
i am loosing my mind to this problem
how have you tested if the clock is running?
seems to be eu5
it doesnt work
I didnt, i just run the application and the clock is 0:00 but after a minute it should have atleast been 0:01
elsewhise im not sure how to debug that specific part
well, whatever code updates the clock you can have it print out the current value
how? like i said im am very new to UE or any programming at all
well you know enough to do what you did so far didnt you?
hmm, i have an idea, let me check that quickly
My animtrail comes out like this
why?
two sided material probably
it's supposed to be 2 sided, i just odn't know why it's black
it's meant to be glowing orange and square
anything here?
@grim ore i just found out my problem and its kinda embarrassing....i was working with an Array for Seconds, Hours and Minutes...i just checked the array and found out its a spelling mistake of 1 little S at the end of minutes
ah ha!
Hey, i'm having a bit of trouble locating info about how the process of selling on Epic Store looks like. What are the payout conditions, etc.
the game store, or the marketplace?
This is pretty vague, https://www.epicgames.com/store/en-US/about
the game store
well the process is closed right now which is why you cant find out information
Any recommended sources for learning? I know there's heaps of good videos on youtube but if there's any holy grail books or content in particular that is highly recommended that would be cool to know about
start with the epic content? https://www.unrealengine.com/en-US/onlinelearning-courses
hello, i've been working on some stuff in the post scriptum sdk and ran into some issues while changing landscape materials so if anyone knows anything that could help/ in which chat i should ask @ me, thanks
thanks
@signal bone My suggestion is to use a float curve that is set to 1 second and goes from a value of 0.0 - 1.0 so on update you can allow sprinting only after the value of the curve has reached .5 or greater which should be at .5 seconds. otherwise roll once and stop the curve.
hope this helps
anyone used Local Navigation Grid? And is it what one would expect (some helper to realize grid based navigation?)
What do you guys think is the easiest 3D game to make that anyone (of any age) could pick up in terms of genre/style? Someone suggested to me an endless runner 🙂
Tetris, but only a single square and instead of rows, you get 3 colors in a row to clear the group
That's the beauty of Epic Games Store.
You can have lower revenue split, but you need to work your arse off to make a good game, not some lazy asset flips.
It's much stricter than Steam, and that's what I love about EGS.
i'm talking about technical processes, payment forms etc.
Just one thing you need to know if you haven't sell anything on it:
Make a good game and convince Epic about how well built your game is, and when you're going to release it.
The more technical and financial stuff will be discussed after you're getting approved.
i want to know the technical stuff before, so i can know if it suits me or not.
You can't get away with haste asset flips on EGS, hence the closed information.
noone is talking about that. stop making random assumptions.
Pretty sure he answered your question though
I don't see how these two things relate to each other tho.
What on particular are you trying to find the answer for?
Maybe I can point you in the right direction
The entire formal process of selling, taxes, forms, legal stuff, everything business related
what is required, what is not
AFAIK not even Steam have super specific public details on it. There's also trading regulations relative to your country.
Iirc taxes are on you not them, its federal, state, and other sorts of taxes dependant on area, so get a cpa or accountant or learn tax code lol
The formal process of selling was explained above by hoodie guy
Forms come most likely after you convince them to allow your game on their platform iirc though you can cheat by googling forms posted by indie developers who are clearly breaking the law lol
Legal stuff is dependant on what you mean by legal stuff like publishing help or TOS or?
Also you might need to legalize.your product/IP, Company is somewhat optional and trademark your game down the line
Unless there's something entirely different you're asking about which you'll have to explain further
Though tbh none of this matters if you're game doesn't exist in a playable launch state
@plush yeweverything business related is not public, it says that on the page you linked. you can scroll to the bottom to get in contact with them if you have something to offer them.
^
As I said few messages ago:
Just one thing you need to know if you haven't sell anything on it:
Make a good game and convince Epic about how well built your game is, and when you're going to release it.
The more technical and financial stuff will be discussed after you're getting approved [for sale].
Pretty much the above ^
If you have nothing to show and still require said information which is no offense foolish
Just Google indie forms that were clearly illegally leaked
Though again that doesn't matter and may not be the same forms you get
If you have dont even have a game ready to be sold you're jumping the gun by leaps and boundz
its not foolish imo. knowing what you are getting yourself into before you actually spend a whole lot of time on it is pretty reasonable imo.
Dude its 2022
You dont even need epic games
To host sell and broadcast your game
But if you need them to have your game listed again its not going to be the same for you as it was others why else would they keep it private xD
epic is one place to list a game, your not spending "a whole lot of time" on it once you get to that part
And if you can't produce a game you're wasting time and energy for something you'll never go through
"it takes too long to market my game, Im just not going to do it"....
You have to question yourself:
Are you really want to make video games?
Can't be dumber than my plan
Market it as its released lol
And reveal it for the first time on release day xD
marketing is for people not making games!
And as far as I going to care, you're making a low quality asset flip.
You're not even attempting to slip through your pitch, how the heck do others going to be convinced?
This ad hominem is boring already.
Name calling is something someone does when their cornered and can't properly communicate
I would like to believe you're better than that @plush yew
I guess the main point is: making a game that Epic would reasonably want to have on their store is magnitudes harder than navigating business contract stuff
so maybe focus on that first
If you won't listen to us at least listen to mathewww hes a seasoned professional here
He knows his stuff
Even tho he's saying the same things
i'm not talking about the quality of the product.
i get what ur saying but, it makes little sense that thats the reason that they would do this.
Getting onto the Epic Game Store and the process detailing that is something that should not be an issue once you get to that point, it should not be a determining factor when you are making your game.
You'd be surprised for the stupid reasons corporations do the things they do lol
and this is normal for any business, this is nothing abnormal
i 1000% disagree with personal pricing as a policy anyway
ask any real dev that has products on steam to tell you their deal with steam and.....
^
Basically this is your scenario:
"Hey, I want to sell my game but I don't want to pitch anything about it. Can we make a deal, buckos?"
Lol
well they have legitimate questions, but I dont see why that would be a blocker or even something from the start
it would be nice to know, you just arent going to get that info
any online platform has their terms listed, why wouldnt they ?
where are the terms for steam listed?
In the time we debated this you could of built a wall running system which would get you closer to having them let you on their platform and answer your burning questions

Guess the time will come, but not in a short time, I think
Or maybe assemble a functioning Lua scripting functionalities 
🍞 🍴
Yum
and im not talking about the terms that would get my game "listed" im talking about the terms that come after.
^
full stop
^
And you have no reason to overthink about it. Period.
Just make a damn good game and a damn good pitch for it.
Yuuuuup
Pretty much this above
Exactly this
💯
Either make the dream game you think people will like playing or focus on another goal you have in mind
Okie time bed
Buhbye guys
Also I was being generous for not spawning the moderators for that ad hominem. My IQ was 121.
so stop connecting random sh*t together then.
And start making a bloody good game and a bloody good pitch then.
There's always multiple ways when it comes to the trading part.
i just want that information for the sake of wanting that information lol
you will have to make a game and get that information when the time is right, or find someone else to share that info that is not supposed to be shared.
i believe in knowing the price without any intention of buying the product
its not quite literal in this case but, meh
like, do i get payed once a year ? monthly ? whats the limit ? is there any ?
maybe, maybe, maybe, and maybe.
and that might all differ from one person to another
if I had to guess it would be similar to other companies and would be a sliding scale based on the income, if you want something that is public I beleive the marketplace stuff is out there somewhere
I doubt epic would be very different from other similar companies doing this, see what YouTube does or MS
I think they want more of "Epic will pay me whatever I have earned on the 15th of every month into my swiss bank account without failure"
just basic legal stuff like that
where as it might be "Epic will pay once your account balance is greater than $100 in USD and it is calculated monthly after any chargebacks have been processed in the last 45 days into your cheque account"
and thats the key. LEGAL
you arent going to get YOUR legal stuff until its YOUR legal stuff
if you want an example of what epic might be doing, refer to the microsoft stuff its quite detailed https://docs.microsoft.com/en-us/partner-center/marketplace-get-paid
that's what they should have on their website aswell
maybe they will at some point but they arent accepting anyone to sign up so its probably not important to them
they do payout SAC people with a $100 threshhold every 30 days so I wouldnt be surprised if its similar to the store.. but.... if your on the store making less than that... thats weird
Howdy
@plush yew Let's train yourself for a moment.
What is your pitch for your game, in less than 480 characters?
You have better things to dream of.
I have a quick question if anyone's able to answer, sorry if this is the wrong channel for it. Say I wanted to attach an animation as a socket to a static mesh I'm using as an enemy, is that even possible or is there a better way to do that?
you are not making any sense at this point
You're the one who doesn't make any sense. I asked you to train yourself to deliver a pitch of your game, and you refused. Yet you want to convince platform holders to give legal stuff about it.
Yeah, right. Good luck with whatever your endeavour is right now.
you are assuming that the reason i want to know, is because i want to sell something on that platform.
Wait hes still going
Surra
Please
Re read your conversation
And consider what you're doing
Ok um
I have a solution for this issue
<@&213101288538374145> help please ;3;
erm, what
pandemonium
Surra has been asking a question answered by several people i took a shower and hes still going after contradicting himself several times over
hi, please dont ping moderators to back you up in a conversation
as far as i can tell, this is just a regular conversation i think
Though worth mentioning that he ad hominem at me for anime profile picture.
erm
I'll do better next time Roy promise!
yeah, dont be jerks to each other?
O.o;
should have a manga profile picture instead, much classier
Read the #rules and #more-resources please.
Yeah how about just quit whatever conversation that was and move on
I made mistakes sorry >_<
It didn't seem to be going anywhere so... what's the point in continuing?
im out, every answer i got was all assumptions to why, and how
🤔
hmm
TLDR: Make good game, sell on epic, profit???
the real answer was that it just does not exist publicly
ლ(ಠ益ಠლ)
anything else was not needed
If the conversation is going in circles, just move on...
eeeexactly
So was the 4.27 livestream just about datasmith/product preview stuff?
do you guys ever wonder why elephants have 5 legs?
Largely about Virtual Production stuff.
Yeah what he said
@indigo inlet Go to Lounge
TBH 4.27 was largely underwhelming for games, save for RAD tools integration.
( ͡↑ ͜ʖ ͡↑) ok
Well, I can see how those can be used for creating custom editors.
What's better that it can make requirement to ship dumbed down version of UnrealEd less obliged for modding purposes.
hope to see a car commercial soon with just the default UE4 mannequin A posing in the background
Like, holy crap, dumbing down UnrealEd as a mod kit seems like a herculean task. As if modifying the engine wasn't difficult enough.
Yeah, basically it tied to the Unreal Engine licence, and not as easy as adding something like Lua scripting or making a custom editor while still embedding the game.
It was also the reason why Amid Evil don't have much custom maps for it (unlike Dusk that used Unity and can have its own modding tools)
I don’t understand unreal engine blueprint I tried so much
Idk which one to use where and when to connect which to I know what I wanna do
No I don’t know much about programming
I recommend taking some courses (especially Hour of Code one) from the learning hub
https://learn.unrealengine.com
But what Lorash said, you'd have to have at least a super basic understanding about how programming in general works.
Tons of programming language, but all of them shares the common basics and logics.
Funny enough I can add two numbers using bp but that’s about it
I wanna make super complex ai that chase you and like stop attacking when you have less then 10 hp
In unreal?
I did manage to make my char weapon shoot when I right click and I added an effect that plays and sound that worked
But yeah, basically try learning through basic level programming. Learn C++ basics or scripting languages like Lua, Python, etc.
I have no clue tho how to track the bullets and when it hits different things to react differently if that makes sense
Wait really
Only piece together if you're know what you're doing, which you're not at this moment.
I have some idea
Like some of that makes sense
Yes I need to know ok this node goes here and this plugs into this
https://www.unrealengine.com/en-US/onlinelearning-courses
Learn from the official learning courses, it's your safer bet.
the fundamental concept to understand about programming is that you make your own logic
I’m so confused lol
Many YouTubers fell into bad practices and bad presentations.
think of it like this, you have a number, that number can represent anything you want it to, anything at all.
Ok
Omg
Wait but why would you use this
I honestly have no clue what you just said
Really thanks for helping!!
why would you want casting? imagine if someone threw things for a living but you are only interested in catching balls. If this person threw a cat which is entirely possible then you want to check to see if what this person is throwing is a ball first before opening your hands to catch it.
Yoooo I can’t wait to do this one day
Ah ok but how would it apply to games?
Like check what I shot?
Oh I get it now like is it an enemy or an ally I shot?
if you are invulnerable to bullets but can be hurt by rockets, then you check to see if whatever hit you was a rocket before reducing your HP
Well, lets say you have a weapon weight as a variable X and movement speed as variable Y, every time you switch ur weapon Y would be updated to y = X x 1.5 for example
nope
Is casting used to check if you have this skill?
Ye I get the general idea
yeah, used for accessing specific variables and/or checking to see if the object is of a certain type before continuing
Ohhhhhhhhhh
So I can have like ballon type and wood type and stuff do different things
get the actor type from line cast hit struct probably
you would need to use some more nodes tho
😄 well, its simple once you know how
Like in my mind it’s sinple
you know the concept but not the technical nodes
I think so?
Just think of it this way:
Computers are stupid.
why do you think login pages have captchas that ask if there are buses or motorcycles? because computers have a relatively tough time with it
Lmaoooo
Seriously, computers are stupid.
