#ue4-general
1 messages · Page 1051 of 1
yeah but you don't know what's broken which is kind of annoying too@brave breach
Understood. Well will just go with it cause it is a project i want to work on for 1-2 years
Also is there a colorblind option for unreal engine and blender to tell me what color some things are? Like color code but actually say red, green etc
I really dont know forsure sorry
well UE4 is basically like UE5 with less problems
the code conversion for me was 1:1
Good question, I am not sure, papa google might know
is there anyone can help me????
Oh don't be sorry just been looking for a why for my AI hunters to take cover behind trees rocks etc and was told this might work so will be looking in to it back thanks for any and all help
don't ask if we can, just ask your question
i swear, if i had a penny for every time I hear a person ask for help without first asking what they need help with...
or a cent for every extra questionmark
@granite spire ,I have only one file in PAK Format and i want to convert it to any open 3D Format (Like OBJ; 3DS.......)
this
what on earth is a PAK file?
how can get fist 4 digits of any int number without converting to string ?
like 1231244 i just want 1231
@lapis tulip substring, but I think that converts
https://answers.unrealengine.com/questions/795565/how-to-load-pak-import-form-fbx-file.html start here, legit you need to learn google
yes with out string conversion
well you can't length it, but I know you should be able to substring then convert to int
its overhead
this will be called per frame
well there's no real way, unless you split the first 4 into another variable and just have them separate
so cant do conversion and may be include boxing unboxing also
I should be asking why do you want to do this?
its system clock time i ant only mili seconds
what
f
actually its not related to ue4 sorry its cpp and sdl2
hey
does anyone know how to animate
you're getting every tick, what, this sounds ultra inefficient, I know c# has system.time and what not, if they're just ticks for milisecond then you can / 60 or something
what did you want to know
yes
it will go like 2234234234
that's how ticks work
yeah
i need to make a animaton
i know how to use m
mostly
just can't make em
why can't you reset the variable every XXXX and then add 1 to a time, and create a clock that way? 24 hour time = 2400
@surreal eagle allow me to introduce you to mixamo https://www.mixamo.com
why does he not just get the thing on a timline
and set it to loop every little whil
yeah that make sense let me try
i'm not sure what he's trying to do but I think it's wrong
1.is it free
yes
cool
mixamo is well known, free animations
can i import the manequin
yes
and later on the charachter fbx i need
it's best to use the converter tool though
but if it's a custom char you can rig it in mixamo
i got a weird question
so what's the weird thing with twist bones
and why does it mess shit up
https://www.reddit.com/r/unrealengine/comments/dbq8w4/free_tool_to_retargeting_mixamo_animations_for/ use this when you want to add animations after exporting your model with mixamo so that it's rigged

if you mess with bones and twist them, it wrecks the poly directions, and creates all types of headaches, the contract work I'm doing atm, the rigger messed up the ALS model and now he has clown shoes, and big arms
so
how do i get rid of em
ALS is also free
i make this shit in cc3
you re-rig the whole thing
and it has twist bones!
that's the safest way
re-reg?
you have to rerig it
i don't get it
hre
it's 2:30 am
i dm'd you a server invite
im gonna go to bed soon
@granite spire it's hard or what???
I have no idea what you're trying to say, is what hard?
I'm curious about disabling the pop-in texture. Can you do this? Will it eat a lot of cpu and gpu?
how many times am i going to have to wait
I meant this:
those mean pretty much nothing
hi, is foliage painting on static mesh using complex or simple collision to find surface to paint on? no matter what i do it seems to paint with an offset that looks like simple collision
but i cant be sure
Can anyone help with this error? https://pastebin.com/ip3dLM4R
It is asking a password the password is: Fix
Help would be appreciated!
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
hi, anyone know how to fix this?
Hi, I have a lenovo laptop with i7-1165G7, 16 GB ram, Intel r iris xe and nvidia mx450 and 512 GB ssd. Is this enough to run unreal engine?
gpu is maybe a bit low but you should be fine
So probably for detailed graphics on relatively big projects it may not work well right?
ye
but dont let your gpu stop you from making games:)
the best is just to test it out
geta example project from the marketplace and see what the performance is
Yea, actually Im considering between unity and unreal engine cuz seems like unity have a lower system requirement
Thx tho
well that may be but dont look at that, the performance comes from what type of game you are making
unity it self might be a but lighter but if you are gonna make games with realistic graphics it will run still bad
if you wanna do 2d stuff go with unity i would say
blueprint make ue4 way easier
i know unity has some kind of visual scripting too
or be a real gamer and code your own game engine like boss>:)
dont recommend that tho
I see, thank you. Then I shd probably try it out first
hi all, my small team just finished this animation made in Unreal, enjoy! https://vimeo.com/580353884
lmao I hope I have that skills
thx for that!
its a pain
nah I only knows little programming
yea and even after you made an engine there is no community supportng it
true
my dream is to make a working engine myself but i think that will take many many years
Yea, maybe having a team is better, but you can do that
same
C++ is already pain
oh and I have another question, for graphics on unreal engine, do u need to like digital painting?
Ok nice then
just download some free stuff from the marketplace or megascans
May i know how old are you?
16
importance of community
yea
thx
you too
thanks:)
btw i recommend watching some Matt Aspland videos
very nice tutorials about ue4
very simple but so usefull
oh thx I need that
is shader compiling faster on ue5 or ue4
i my experience in ue5
?
How do you go manually importing mannequin to ue 4.26 clean project? I have the UE4 Mannequin: Mobile asset but it says 4.26 is not supported
you can usually just drop it in anyway by choosing the most recent version
ahhh mb got mislead there by the UI
ty
Hi, do you have any ideas why this happens ? Tell me if you need more information
As I only have a 512 ssd on my laptop and I have games on it, is it fine to move my unreal engine 4 to my 4TB portable hdd?
cuz ssd gets slower with it's storage higher
or should I move my games to the portable drive and unreal engine in the internal ssd?
Is there a way to lock the camera in the XY Plane, on the oculus quest 2 headset in UE4
Still keeping the rotation and Height adjustment ?
Not exactly, it needs to be considered transformative in some way. And disney has the best copyright lawyers in the world, they will come after you lmao
Hm, probably, but wouldn't that mean that your player is "disconnected" from any roll and pitch movement? That probably doesn't feel nice for them
Fan Projects that don't generate Money but are publicly released still have the same problem
You can't use their IP to release stuff
Free or not
Disney are one of the most notoriously litigious companies in existence
they'd sue you if they thought you looked at a peanut the wrong way, if they could
Exactly, so recreating their work, and distributing it for free is basically burning all your money then giving your house to disney
They usually don't charge money
They will tell you once to shut whatever you are doing down
And make you sign that you don't do it again
if you do it again, you violate that contract and then you can basically stop existing
Unless you actually managed to make them lose money
Then rip
Yeah. You do have a point.
Thanks 👍
Yeah, i remember Disney sued kindergarten kid school for having wall painting art that resembles their stuffs.
Yikes.
There might be a better place for this: but does anyone have any idea if there is a better method to resolve this than deleting one asset at a time to find the source:
Assertion failed: BatchElement.IndirectArgsBuffer [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp] [Line: 860] It is only valid to set BatchElement.NumPrimitives == 0 when a IndirectArgsBuffer is used
Its a crash on level start, resulting in that
It's been a while since I touched the engine, and I'm not sure what your project looks like. But if this is a C++ problem, then you might want to direct your question to the CPP forum. Otherwise trial and error might be your best bet.
It shouldn't be a C++ problem since I haven't written any
oh man, I have 15k assets. If I spend 1 minute per asset its hundreds of hours Im gonna spend
OK, I really don't know what your project looks like, but it sounds like you're pretty far into things if you have 15K assets in it. You'll need to direct the question to someone more knowledgeable than I am.
Is there a way I could apply a motion blur to just my character/actor?
ya
Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It's called "Custom Depth" and can be used for effects like the selection outline that is built-in the Editor, rendering of occluded meshes or custom culling of transparency. I will discuss some of the basics of using this buffer in the material editor and expla...
you can use this but
Hi, I'm trying to implement an openable revolver in VR and I'm having some issues. I use physics constraint at the moment and it doesn't really work the way I want it to - the "locked" angular and linear constraints are not really locked when I introduce the non-holding hand. I would like to be able to close the barrel with the other hand. Any ideas how to solve this?
Here's a video of what I mean:
theres a post process component you can attach to your character too 🙂
hi there. in which channel lurk the shader ppl? I'm in need of a custom blendmode 😉
thanks 😉
isnt there a way to lock those rotations
how would i do that?
Hello, is it possible to render a video like you would do with the sequencer but while walking around in-game?
run the game in standalone and record it with obs
There is, I've saw it done but I don't have a clue how to.
Hey guys, I have a big problem now
I have unreal engine opened
but it seems to stop responding
but
when I try closing tabs or anything it works
but
somehow
can't control the program
even when I close from windows taskbar it shows the save content dialog
but can't interact with it
any help?
im gonna have to turn on ue gimme a bit
ok well your gonna have to set a custom depth pass with the Depth of Field stuff unless you can figure out how the component works
Might work lol
I'm struggling, does anyone know how to get a better hightmap off of ue4?
they seem to export really fuzzy and low quality and when re importing them they lose allot of the detail
this is an 8k map to show as an example
Do you mean this? I use that otherwise the hinge wouldn't work at all but they are not really locked as you can see from the video. https://docs.unrealengine.com/4.26/Images/InteractiveExperiences/Physics/Constraints/ConstraintsBlueprints/PhysConBP_ConSettings.webp
hmm
i never worked with vr so i dont really have aother clue
why does bridge randomly cancel my downloads
not enough disk space?
I have enough
or something else is interrupting it
i have nothing else downloading in the background
What's the best way to raise a community wide issue to the team
I have to sit there and watch it untill it cancels
that sucks
Like what's the best way to get attention to an issue like speech to text?
wdym
^^
pretty self explanatory but you could raise a github issue and upvote or you could create a post upvote
but i dont see a place to do that
oh like that
yeah best way to get an attention to an issue lol
what you can do is make a place like Trello and put all the issues there, and make sure everyone checks the trello
how does that raise issue to ue team
the point is to create awareness right/attention to the unreal engine team that community wants an improvement
how?
like a PR? you normally can raise an issue but i dont see how
they disabled it i guess lmao
i get the feeling they dont care about mass community feedback idk
o ye i see it now
you can go to a REAL open source project like kubernetes and raise an issue
mayeb this helps https://www.unrealengine.com/en-US/support/report-a-bug
oh true
good find
idk if they'll let me put an issue that is really a missing feature lol
ah i see there is a whole webpage for it
just try it
yeah i will ofc
i guess there is answerhub too.. just confusing there is answerhub and a forum lol
ah nice
Guys I wanted to go up the entire map, but this is giving this error, I try to drag it up but nothing moves, does anyone know how to remove it?
breakpoint on the Branch on the overlap and see when it triggers
I tested that it doesn't seem to pick up the collision
so then its not the code but your collisions
Wouldn't know why, they are two default UE4 mannequins after al
all*
oh ffs
nope
hmm
fixed
What was the issues?
was collision, used on hit event instead just for testing
do you think 4.27 will be out today ?
Magic 8 Ball Ask again later
No u
How do you exlude skyboxs/ sky systems from a shader/postproccess
Hi, I have like a thousand textures, everything is named correctly, how can I automatically create material instance for all of theses textures (with normal maps, roughness, basecolor and all that stuff) ?
Why dose my For each loop miss some child objects?
there are always the last 2 or 3 objects left...
what does the print string say? is it counting out the right #?
How hard is to maintain realistic sizes in a game? Like before i start creating assets i want to know if i should bother with keeping everything to 1:1 with reality
no when i have 4 objects its just printing 0 1 2...
i mean it helps a lot
Ohhh understood! Cause i will need to make some planes, tanks etc based on real things but edited a tad
any idea what could be the problem?
when i just do the print it works but when i have the destroy inbetwen it doesent...
each time you destroy the object, get attached actors will return a smaller array, missing half of the items
either do a reverse for loop, or use SetLifeSpan instead of destroying
thx but how do i reverse the loop?
Where is the button to add a keyframe? Shoudn't it be here, left of the value?
I'm not very experienced with all the blueprint functions yet so I might just not know its utility, but what is the comma doing in the division operator?
Alternatively, is the socket located on the mesh, or is it off the mesh? As you could be getting a collision problem when spawning the bullet.
select the point on timeline then you should see this little white square icon with some line coming out of the corner
next to a var that can have a keyframe
You mean thise?
Yeah
You are from USA?
Ah, no Canada, but I get it now, it's a decimal in my number system.
ye
My bad, sorry I'm not more help lol.
well when i was writing my gun scripts bullettime was practically pointless at close range due to the actually speed of bullets
but i dunno dude
@glad loomIt's not in UE5 preview, you would have to keyframe from the animation timeline itself
Is there a "correct" way to set max server players?
I've heard setting "MaxPlayers" in DefaultGame.ini, but that doesn't seem correct
or... maybe robust is the word? Like should I just be manually setting the value in my GameMode's constructor?
@grim ore do you have experience with a simple AI shooting? ⏫
Thanks, and how do you keyframe from the timeline itself? Every button I've looked at didn't seem to do that
add the item to animate, then to the right of it is a plus for the section to keyframe, then once the section is added there is a plus to it's right with the properties to animate
@sharp beacon actual rare Coconut
I was able to find it, thank you very much!
hi peeps how are you all doing im here to ask if i should make the player able to wallrun just by walking to the wall or if he has to jump to go on the wall, because i have to decide now to finish the dashing system
in my personal opinion
i feel the more control a player has over every decision their character makes the more smoother the morre depth and the more open for creativity a player is during their gameplay
sometimes you might wanna run along the wall than dodge or use clevery trickery to make the opponent on the edge/walls themselves
Maybe if i had more assests to climb on xD
or you might want to wait a while before doing the wall run
but if its automatic it takes agency and control out of the players hands for when and how wall run
someone gave me a really good idea @prime willow , when theyre sprinting its auto, when theyre not they have to jump
thats my own philosohpy about game mechanic design
youre free to do as you please x3
it depends on what you want your player to experience during gameplay find what works and pull from other sources to make your decision have a good one o/
try any version you come up with, see which feels best.
the fully automatic one definitely felt annoying
do some thinking and figure out what exactly made it so annoying and what would be a solution for that, experiement and rinse and repeat until satisified
Is UnrealCLR a worthy alternative to C++?
Why do i get this effect even though i baked the scene lighting?
Could be some post-processing effects you got?
On another note, I got a level sequencer doing a loop around the default FPS map. How can I make it run indefinitely? For some reason after two loops it spawns in the character. These are the settings right now.
Hello everyone.
I am playing around with morph targets and I have a situation.
Is there a way to live update colliders as a mesh shape changes? This is what I have so far.
I have been asking around in different places.
What I am trying to achieve is that the cube moves along the platform as this changes shape.
Oh if physics is enabled on the platform it doesn't work?
The colllider works as you can see. The cube stays on the platform, but the collider does not update to the new shape of the platform.
TL;DR: the collider remains a box.
The idea is that I have a flat platform that will shape shift. I achieve this with morph targets. Mainly animating from state 1 to state 2.
What I am trying to achieve is for the collider to live update along with the shape.
you might be able to setup a blueprint
for the mesh with morph targets
setup the morph target as intended
and add a box collision
and use "on begin overlap"
to make the shape shape occur for said actor
and have on endoverlap to return to its base state
let me seee if i can whip up a quick example
that sounds like an awful hack if thats the real solution lol, its a solution for sure
https://gyazo.com/d4136a6e9fc136594df7667f3a3be172 this is a silly but base example of what i mean
a box collision you will use for the player chaarcter entering the space necessary for the shape to change morphs
https://gyazo.com/a3a91a9be5755b052d7d973a8fea60d0 click the begin and end overlay
https://gyazo.com/08a265c7d2e9edfc15434598ca3961a8 this isnt the most efficent way to setup the morph target but it should work for prototyping your setup
you can also make sure to check collision channels to make sure morphed or not the mesh is able to be walked on
Question about optimisation : for a large forest, with a lot of instanciated mesh (tree), i've got trouble with Distance field, got lower performance than with cascaded shadow, any idea ?
note : all mesh are vegetation, so they are mobile
I will give it a try @prime willow and then come back. Thanks!!

Wait @prime willow it just occured to me. How will this update the collider on the morphed shape?
collider?
you mean the picture you drew of the collider bending in picture 2 right
the box collision would be the starter or engine which changes the shape you desire in the pictures drawn
when the character gets into the box as seen in the pictures above
itll tirgger the event to make the shape change again its sketchy not efficent and better ways exist to go about it
if your mesh is changing, you could always try using complex collision on it so it uses the mesh for collision and not a collider object
Someone please help me been struggling with this for a week. I need to create a local database with Structs + savegame instance . Still very new to unreal but learning fast. I need to be able to call a url then convert string to text. Save that text to the database mentioned earlier with Structs + savegame instance . I been using Varest to pull the text from a url. I cannot for anything get this working. Please please help? Does anyone have an example project that does this? Can you share one so I can see the logic? If this helps this is the text value I need from https://www.coinexplorer.net/api/v1/DASH/circulationSupply . So I need to pull the valve “text” from the api and save it. Then be able to call the saved value to a widget blueprint. If someone can help me. I can pay a reward in litecoin, Bitcoin or etherum. Thank you
chill out dude xD
if you have the text from the url, you can just manipulate it using normal string operations
you dont need to offer payment for help
saving it to save game is easy enough, there are tutorials on it
saving it into an actual local database would need more help but there are plugins and tutorials on that as well
combine all 3
I need to get it all together. I can get parts of it working but cannot seem to save and recall the text value into a widget
save the variable
do you have the text value in unreal engine?
Like mentioned I use varest to get the numbers from the url but need to save that number and be able to bind a function in a widget to display the saved number from the url
so, you have the text value then in unreal engine? you can access it as a string or text or float?
@grim ore text
ok, and do you save that to a variable somewhere?
Trying to save it to slot
why would you save it to a save game if you are trying to display it?
Put doesn’t seem to work and have yet to be able to pull the text into a binding text function
what blueprint or class are you using to get this data form the internet? where is the code for varest at
Cause you cannot use custome event in widgets . So the only way I can call the text into widget is by loading it from slot. Seee my conundrum?
you can sure as shoot use custom events in widgets
and if your binding then its not as efficient but even easier
^
VaRest is free plugin
you can even create functions
I know all of this, Im asking where are you using varest to get the data?
custom BP, game instance, game mode?
hopefully not the level blueprint....
I created a function but I cannot call custom event into function
created the function where? in the widget?
Yes if it was possible to create a custom event in a widget function then this would be easy but seeing custom events cannot happen in widget function. I am stuck
ok yes, you cant put an event in a function that is just crazy talk
the custom event would go in the main event graph of the widget, alongside any functions
again where is your varest code running at?
But that’s sorta what I need 🤪
Then I need a logic that solves my problem and my brain is fried from dealing with this
How would you do it? Could you create a sample project?
@grim ore alll blueprints I am noobish but capable 😜
urgh...
im so sorry matheww ;-;
Do you see what I am trying to accomplish?
yes it see it
yes but I dont know what your code looks like now, I dont know where........... the code you are using is at right now
One second. Let me get to my console
Won’t take my one second. I am 20 miles away from console. 😜
Just figured with my explanation someone would understand my goal and be able to just do it in blueprints from their own logic
I am using VaRest a free plugin and struct+ save game . These are basic tools.
However what I am trying to accomplish must be complex?
well game design is a personal project unless youre in a group, and your explaination doesn't give any information about key aspects necessary to assist and fix "your" problem
this is pretty much a charity youre not entitled to any assistance here but we wish to help others because of the kindness of our heart
so the least you can do is help us help you fix your issue
by answering simple questions so we can help you fix your problem
if any of this is confusing re read the conversation
i do not mean any offense
im just stating this because its harder to run this pay-less thankless charity
when a person doesnt cooperate
My request was simple enough and offered a bonus in Bitcoin , litecoin , or ETH for someone to think outside the box and solve my problem. I gave clear goal of what I need done. This just must be to complex .
youre not listening ma'am
its not that its too complex
youre not answering questions that allow us to help you
1 for example
"where is the code currently running from"
just state the blueprint type or class
but you instead rambled off
and he had to repeat the question several times over
this is my widget blueprint event graph
@prime willow this is all a skilled unreal engine developer should need to facilitate my request. Someone please help me been struggling with this for a week. I need to create a local database with Structs + savegame instance . Still very new to unreal but learning fast. I need to be able to call a url then convert string to text. Save that text to the database mentioned earlier with Structs + savegame instance . I been using Varest to pull the text from a url. I cannot for anything get this working. Please please help? Does anyone have an example project that does this? Can you share one so I can see the logic? If this helps this is the text value I need from https://www.coinexplorer.net/api/v1/DASH/circulationSupply . So I need to pull the valve “text” from the api and save it. Then be able to call the saved value to a widget blueprint. If someone can help me. I can pay a reward in litecoin, Bitcoin or etherum. Thank you
this is my get text binding
with matheww's help ive figured out ground breaking ways to create mechanics never seen before in seconds, because i answered his question
and this is my widget blueprint designer graph
and this is the result
I was trying to figure out where your code was to adapt this to your setup but... that never really happened so here is how to do it all in the widget
you have a great attitude for game design and i truly wish you all the success in the world ❤️
begin play makes the va rest stuff and when its done it saves it to a variable in the widget.
the widget has a binding that simply displays that variable value in the text on the screen
@grim ore thank you but can you save it and recall it?
I need to create a local database with struct
is anything else going to be using this data? outside of this project
Going to be called by widgets as text bind functions
if nothing else needs this data outside of the project, then you dont need a database you can just use the save game system to save it between sessions
Yes yes just need to save it locally
then you just take this data and use a save game object to store it locally for use with UE
I don’t seem to understand how to do it
well maybe instead of tryin to randomly figure it out you look at some of the documentation and tutorials and learn how to do it?
if you spent a week trying to do what I did above, it would have been better spent learning how the systems work
Please send me your preferences on coin and will send you something for your time. Thank you. I think I am just fried trying to figure all this out
Sorry for my ignorance. Trying to make sense of all this
figure out what you want, break it down into parts, learn the parts, put it together. You need to learn about the save game system in UE4 for saving now.
there are also plenty of learning ue4 courses and documentation out there that would be a good place to make sense of it
Your @grim ore awesome. Thank you so much for taking your time to help me
i had to quit making a character creator because i dont understand many parts of it, game design is a process take it one step at a time and youll make your way through even the toughest or most complicated setups/systems
there a way to mask out hthe sky
Long live the level blueprint!
@maiden iris to answer your question
my main issue is i dont know what i need for making a functional character creation system think of it like
black desert, or phantasy star online 2, or even final fantasy xiv
i know theres a ton of moving parts
i just dont know the names or list of necessary moving parts for the most part to make a functional system working
where i can choose between races, genders, age differences adult/teen, change body pieces like irises etc, or stuff like morphs, i have a understanding of some of the necessary pieces but not all of them and cant find a list for it anywhere
so as i tinker away i learn of a few other pieces i need but was never mentioned
and this has gone on for 6 months xD
so yeah morph targets are a big thing here, other than that, good base meshes which are all skinned to the same skeleton, maybe use the master pose feature , depending on clothing etc. its mostly modelling and clothing tools also , driving morph target values isnt that hard via sliders from the ui.
ok ok wait
lemme list what i have already setup and things i know i need to look at and learn about
Hi, quick fast newbie question, I do this BP for a sound in a scene but how can put it in a loop? because when ends the sound doesn't sound anymore.
use timeline node
there's youtube tutorials for how to set it up for once twice forevver or even after said events occur
Look at using an audio cue, and set it to loop. I think that should be quite simple.
@maiden iris
done -
base mesh for each race and gender, hair styles , 2400 x 100 variations morphs mesh, facial hair, clothing, equipment(tools and such), blueprints for seperating race and gender based systems,
to be done -
structs, data tables, enums, save system for variables and morphs, dynamic materials for color change, animations for each race or gender
thats what i have compared to what i dont have done already but need to however there seems to be more systems missing to complete a basic creation system from what i understand ._.
yeah that seems like you only need some more components to get the values saved, lipsynching maybe , animations for each race via enum , voila working character system 😄
Ohh Thanks "Looping" option.
Ok thanks.
wait thats all i need?
well obviously widgets as well lol for changing options lmao
yeah widgets i was like, you didnt list those 😄
huh..
but other than that, maybe add a sculpting system like in metahumans where you can deform the mesh realtime (basicall non slider version for ui)
well i have about 24000 morph options
so i just have to wire it to the meshes via blueprints and widgets
yeah i dont get why you have so many ?!
well
my ideal
is to make a game that borders on blissful movement systems with combat that is picture perfect to anime fighting scenes with characters as diverse in race and physical appeal as the mind can imagine but as pretty as one can legally get towards hentai or pin up models without obviously breaking moral or legal laws lol
and that means as many options as possible from nail painting to nationality to shape and sizes and curves of any stretch of the imagination under just about any weight or physical fitness level regardles sof gender :3
yeah i see that might add up, but 24000 ?! so yeah obviously nail painting wouldnt be done via morph target, shapes and sizes yeah totally. For weights, just use different base meshes to drive the targets on?!
Well I have a ton of textures and materials for nail painting and such other particular parts
I kind of went overboard I guess on the morph targets lmao
24000 possible options from head to toe was a little bit crazy
yeah you might get problems with performance aswell , never used that many tbh ^^
But I feel people will be able to express themselves any way their see fit if more options existed
Hey, i have done this video about Kerbal rebase system for the Veristasium contest, if you could watch it, thanks 😄 https://www.youtube.com/watch?v=Mq4eahGb9L0
The hard part was making the options anatomical correct ._.
yeah but most of the stuff would be driven via mesh swapping / recoloring materials
Yush
So besides widgets
I'm not missing anything right?
System or blueprint or object wise to make it
no, sounds like a good solid base , when you get the component part right to save everything, if its only the creation stuff you want to handle and nothing gameplay related , like lipsynching , health systems and the other "basic" stuff
good luck on it ! but sounds like you got the hardest part already done 😄
no problem, send me a screen when you have something to show 😄 would love to see it in action
definitely :3
Hello - total newbie here - I'm messing around with the FPS demo - I wanted the 'bullets' to not disappear after shooting them, so I went into the bullet blueprint and deleted the 'destroy self' node, but the bullets still disappear. Any idea why that wouldn't work?
the fps template? or the shootergame
the template
what are the most stable nvidia drivers?
I'm getting complete crashes, sometimes GPU crashes, but usually forced reboots with ZERO error messages - usually when the system is ramping up to a full load - though my temps aren't near the cutoff range, so it's not a heat thing as far as I can tell
4.71.68?
I've never done DDU - I used to do the whole safe mode uninstall, reboot, so I'm assuming it's like tthat
these crashes are making it impossible to get things done, I'll put up with the flickering if it is only in the editor
wait, does the flickering lead to crashes?
understood
I'm going to 471.68, which is a few weeks later - hopefully magically the flickers will not be there
Ever heard anything about the "studio" drivers?
fix is pinned in this channel
and studio drivers never worked for me. for some reason it turns off 3 of my monitors O_o
I've tried both believing in myself AND the power of my dreams but to no avail
In the process of using DDU, I saw that, I was curious about which particular driver version appeared to be the most stable for the editor
i got latest regular driver, seems to be working for me.
2080ti
@plush yew did you ever try this? https://nvidia.custhelp.com/app/answers/detail/a_id/5157
"I got 998 problems"
- JayZ
those are just warnings
its about a asset i imported on project
all warnings and errors
im gonna delete them all
😄
it worked :d
Hey guys. If anyone is knowledgeable about the Unreal Project for Racing in the learning tab, can you help me out a little?
I have placed the audio for tires and engine in a new car
I have put the ones on loop
But I can not find a way to add more than 1 audio per each
So when starting, the sounds last 5 seconds and end
so if someone wanted to save a morph targets in savegame data bp how would one dew that
That did the trick, thanks !
try setting the soune que too looping
actually thats the .wav
@plush yew I'm sorry to sound naive, but can you tell me where that is located? I've been doing it to the CBP itself inside of the nodes
@plush yew Thank you for the initial post, helped me realize I was not meant to change the sound in the blueprint itself, and instead in the Class Settings for the Audio Component. Sorry for the trouble
wow
@fierce tulip @plush yew well crap.... I installed and ran ddu in safe mode, rebooted into windows with ethernet unplugged and an airplane mode and installed the studio drivers of the newest version from Nvidia.
aaaannnd same crash. I'm on my way to Best buy to pick up some thermal paste just to rule out bad tips even though I'm about 90% sure it has nothing to do with temperature because it's crashing well before I reach thermal cut off
I've ran this hardware to configuration for the past 3 years - I'm starting to wonder if it's the power supply getting tapped out - I've heard 1080 TI's can pull more than even what the rating say, the only other time I had consistent dropouts like this was trying to play Alyx in VR on the index
@plush yew Well, I have the basic sound in order, as well as the Attunement for the previous car. Yet if you see at the bottom, there is a place for Concurrency sounds. It still cuts off and was hoping if you could point me in the right direction and i should be able to do the rest. I have no experience with sound as of yet.
I would even take a Youtube tutorial, just not sure what to even look for
so the issue is the sound just plays once and doesnt loop?
if so you want to set the sound to be looping in the sound itself (open it up and click looping)
Awesome, worked. But my whole issue was whether or not I could make noises for rpms progress and the such. Should have been more clear. My sounds include everything from starting to 5 gear. The reason I was pointing to the Concurrent sounds. Thinking they would progress the sound further and back.
I know this can be annoying explaining something to someone that is very unskilled
I know the basics just never worked with cars before now, @grim ore oh, and thanks much for the wheel info
no concurrent is for multiple sounds at the same time
changing the sound to be played per gear is a much more involved task
is this the Vehicle Game sample project from the learn tab?
yes
starting small with this being my first game made
Isn't going to use the main map or the assets from the project
well have you done all the learning how the engine and editor works?
@fierce tulip I'd done that and it just shows the computer shut down unexpectedly and
No, is there such a thing. I searched engine sounds in youtube and came up with nothing.
I mean in general, general learning about the engine
you learn how the engine and the editor works, then you can figure out how to do the sounds
that project uses BP and C++, its not a basic thing to work with when starting
ohhh, I thought you meant engine within the car. Yeah, I've worked with making blank projects with tutorials and even looked into things you post like possessing a new camera
read, engine in editor
sorry, for the trouble, I'll do some investigating
I believe that's my whole problem, didn't realize that it had C++ coding. Yeah, time to move on to something new
right now its just set up to run a sound, and as the car goes faster (RPM goes up) it just adjusts the sound. If you wanted sounds to change as gears change, it would be some more code to swap out the sound being played as the gear changes and the adding slots for those new sounds. not like.. impossible but not easy for a new user
yes
Any idea why the editor might be repeating numbers of shaders to compile? Ie it goes down from, say, 8,600 shaders compiling to 8,200 shaders compiling, but then goes back up to 8,600, and cycles like this. The resource monitor shows a lot of disk writing activity to WorkerInputOnly.in files in AppData\Local\Temp\UnrealShaderWorkingDir, although uexp files are still being written too.
@dusky bobcatperhaps it has 8600 top level shaders, then as its compiling then it finds more permutations or other linked shaders it now has to compile?
Huh. First time I see this, but then the shaders have changed since I last kept an eye on shader compilation ... At least the uexp files being written are different, which gives me some confidence the process isn't stalled.
Okay, so I looked at the output log and the cycling happens when this message is displayed:
LogMaterial: Display: Missing cached shader map for material BD_MainMaterial, compiling.
Hi, I have like a thousand textures, everything is named correctly, how can I automatically create material instance for all of theses textures (with normal maps, roughness, basecolor and all that stuff) ?
What's also strange is that I had 12 ShaderCompileWorker processes previously but now it's down to just six. Guess I'll just play a waiting game, based on: https://answers.unrealengine.com/questions/882441/missing-cached-shader-map-for-material-unreal-engi.html
if i'm having an issue with 4.26 can I remove the engine and re-download it and will it effect my projects severely?
Maybe your plugins
hi
instead of reinstalling, click the small arrow and hit verify
already tried that earlier this week no such luck even unistalled every version of voxel plugin
Hey guys, quick question regarding Normalmap compression in UE4 - I want to store a greyscale mask in the Alpha channel of a Normalmap. However, the compression settings for Normalmaps in UE4 don't allow the use of an Alpha channel. What disadvantages/errors would I have to expect if I change it for example to default/linear color and plug that into the Normal socket?
what are the issues you are having with your engine?
its with a particular plugin
voxel plugin pro i cant package with it
ive asked the dev but he hasnt given me any answers that work
I see, if I were you I would make a new project, enable the voxel plugin, then migrate your project to the new one, that might fix it
New here!
learnt unreal engine a few days ago
for environments
very sexy with lumen! got a long way to go though!
I’ve done that multiple times as well it seems to be problem solely with voxel plugin.
I can show you the packaging error as well
I installed this but still telling me that's its not there? very first time trying to use C++
@brisk miragewhen do you get that error?
@meager tigerunfortuntely your best bet is the author for support unless you know how plugins are used
kinda figured just dont understand why i would only have this issue and no one else if I uninstalled it multiple times
if you have done that, then its not installed correctly or its not working
when I tried to open the coverdemo I got on github I had to download studio 2017
all the fixes I see point to using the source code to compile it when packaging
@brisk miragewhen you tried to open the .sln or the .uproject?
okie thx for all your help
I have no idea what you mean very new to the visual studio 2017 and 2019 was told from the github project when download I need to rebuild the project still trying to learn this
ok so when you installed VS, did you just choose some of the parts or how did you install it?
also which project is this? The internet says this is what you should do for that error https://stackoverflow.com/questions/44200259/unable-to-locate-visual-studio-installer but its weird it would come up if you installed it normally
The project from github is Real-Time Dynamic Cover System for Unreal Engine 4 it needs to be clones when I did was able to get it install in unreal but after a restart see photo
yep that make sense, how did you install VS?
open unreal plugin folder and copied the file over then when I opened unreal and check for this plugin was there click on it to make true then restated unreal that's when I got the error
but. Visual Studio, how did you install that?
I am also a little confused as this is a sample project, it should be cloned into a unique folder and doesnt get copied anywhere. Its not a plugin for the engine
on the Microsoft web site just google visual studio did I not do it right?
I dont know what you did, but if you are copying files somewhere and not just opening the .uproject from the download that might be an issue.
I cloned the repo, opened the .uproject, let it compile the C++ code, and it opened up
The plug-ins in my project are in the project files under the plug-ins folder in my project but when I package the project the plug-ins don’t get included how can I include them
assuming you installed visual studio with the C++ parts, it should work. you would download the VS Community installer, run it, and select the stuff you need, and them it should compile. Maybe you didnt install VS completely. also vs 2019 is just fine if you are using a new version of the engine (tested with 2019 and 4.26) @brisk mirage
there would be an error log you need to tlook at to find out why
chances are your missing something from your VS install
oh ok still new how would I find the log?
Is there any discussion anywhere about the Voxel Plugin for UE and why perhaps no games seem to have been made with it yet? Or if there have been, what they are? Google was bemusingly quiet on the topic.
ooh thats cool i didnt know all my mistakes were being kept track of lol\
Hey thanks don't have any of what your showing going to play around with it to see if I can find it but thanks for all your help
well you have to have a log in your project folder, I dont know where you installed it so thats just where mine is
is this the same as yours?
your log is the first one, CoverDemo
it opens in note pad so what would i be looking for?
you can upload it to pastebin, or something near the bottom about missing or broken something when compiling
look for "this crap is broke, fix it" type messages
this was the only thing found. (Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogInit: Warning: Incompatible or missing module: CoverDemo
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
go to pastebin.com and paste the entire log in there
after you paste it, you can click create new paste at the bottom. or just attach it here
ok
your clicking yes when it says it needs to rebuild right?
yes that's when I get the second photo error
I dunno then, its weird there are no logs with errors
you can try right clicking on the project file and generating a solution file
but thats basically what you did already which isnt working
I get this and I have both 2017 and 2019 installed?
well you might have VS installed, but did you install the C++ part of it
not sure let me check
at this point even if you get this all working, will you know enough to use it?
no but that why I need to start learning to use this blueprints can only go so far but will be nice to know both
well in the VS installer make sure the desktop C++ stuff is installed
ok
why dont plugins get included with my project when packaging if the plugins are in the project files
anyone know a way to check my power draw and record it - I'm getting crashes and I'm trying to rule out certain things, have already used DDU and removed drivers but that didn't fix it
When I my character dies and it plays the death animation
the player camera jumps up like a metre
Does anyone know why that could be ?
You need to unpossess the camera/pawn (or the player camera manager) and assign to a new pawn or a new camera before the death happens
it can be right at the beginning
sorry, is there a youtube video that follows up with that, I have no idea what you mean 😆
just look for a video on how to switch camera or pawns
Alrighty thanks
Hi guys, there's a bug that prevents landscape with auto material to use the correct phys materials set on the layers. I know it's a bug because to fix it I need to turn on or turn off (doesn't matter which) generate overlap events. Looks like doing this refreshes something..
My question is: is there a permanent fix? It's really annoying having to do that each time the editor starts.
:triangular_flag_on_post: Sanchay#8264 received strike 1. As a result, they were muted for 10 minutes.
Is there anyone who have experienced something similar? I was updating a couple of render settings, and restarted and now it looks all washed out/greyed out.
When i drag the tabs out of the main window it looks fine
Force delete is safe right? Just restarting the editor will fix everything? I mean in the way that the game will continue forever to use the memory references?
Hi guys,
From the input graph of my character, i try to call an event inside a component i attached to him, but when i do, i can use prints to see that the command is executed but it says
Blueprint Runtime Error: "Accessed None trying to read property BP_TeleportComponent". Blueprint: BP_pawn Function: Execute Ubergraph BP Pawn 2 Graph: InputGraph Node: Activate Ability
yes, after the event start when i wnat to print hello, it doesn't do anything, i don't understand why... someone could help me ? thanks
@lapis plinth That BP_Teleport isn't being set, it's none, you are dealing with a reference but you haven't set it, if you have set it then where did you?
okay so my unreal engine 4.26.2 does not launch and shows error, i have just installed this version
i have an older version which works fine but the files are not verified by epic games,
@sudden urchin You need to update that plugin
i did not get it..
my bad
can you please tell me what i could do
let me see
you can try to go into the project and disable it
make sure you downloaded UE4 from the launcher, you can always clear your directory, if you are opening up the project after upgrade then there's something dodgy going on
Hey JuicyBear, it'es right there
in the components
@lapis plinth so it's a component?
Yes i try to call an event inside the Bp_TeleportComponent attached to my character
@lapis plinth do an isvalid check on it
then let me know what you've got
if the isvalid works, it'll be something in that component
@granite spire Wow it say not valid
that components not being created properly then, how you've attached it is wrong
thanks for this i'll investigate
i just added the component in the character i don't see another way do to so
what's that component actually supposed to do?
Teleport the character on a few distance
Why are you using that as a component?
I like to question stuff like that too, but I think it would be more helpful to focus on why the f the component is invalid
@granite spire to use it on differents type of characters that can be created in game, but somehow, RE-Attach the component make it valid, weird
Probably an Engine bug then
That's true, but we'd have to look at the component, UE4 might hate all type of those type of components or something
@lapis plinthyeah so with UE4, if you make a change with components, structs, functions, custom events, other things of this nature then "refreshing" the node helps a lot
@granite spire Oh i see, that i didn't know, wich node in particular ?
allright
no body ever talks about that, but it's just something you have to be aware of
I dump isvalids everywhere
that is true searching on google didn't gave me anything about that
then print strings to catch it so I know a bit of what's going on
structs love to bug out
i am not opening any project! i just downloaded 4.26.2 version and when i launch it from launcher it shows that plugin error!
that's weird, I wonder if it didn't download correctly
was the directory new? or did you install it over the old engine?
directory was new
Thank a bunch !
old engine is in another folder
okay
alright put this in "C:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Runtime\ActorLayerUtilities"
or what ever your directory is, that's mine
okay trying it
you will want to replace it
and that should work, if it doesn't i'll zip the whole folder
that's it there
this did not helped
now trying this
ahh it is not helping too.... redownloading it then...
okay no problem... hope it works after redownloading....
I wonder are you launching the engine or a converted project?
i am launching the engine from epic games
oh ok
Hello
I have a problem with RT reflections , where the Transparent objects are rendered on top of reflective opaque materials
here is a link describing the same problem i'm experiencing
When I turn on “Include Translucent Objects” a scene-breaking bug happens… Best shown in the examples below. There is a large cube object, with a chromium, pure reflective material on in the middle of this scene. You can see how the “triangle ship” element and the small “spiky ball” elements (“spiky ball” is skeletal element, “triangle ship” is ...
where can i get some help with this? is this a bug ?
hmm
I don't have experience with RT but I would say it's a bug, but RT is replaced in UE5 anyway
replaced with what?
UE5's global illumination stuff
i see
it's their own RT
do your know if i can controll zIndex of transparent materials?
ahh
that's a good question but I do not think so
not without C++ from what I know
but I've never had to use it
why would you want it? what are you trying to do?
i'm trying to hide a transparent object that is rendering on top of my reflective opaque object
the transparent object is behind my reflective object
sounds like you need a zsorting in C++ via what is rendered to the GPU
or rendered first
but I wouldn't know how to go about that
Is there a way to hide a comment so I don't have to look at this disappointment each time I get in the graph
is that controls?
no Its for my ingame shop
I just collapsed the nodes
surely you can use a data table or something?
I tried
and thats the problem
I have no experience at all in using it so
I decided to go the hard way
ah
What is a Data Table in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
that should help you out
well its too late
i deleted all data table stuff
and I already made the shop items so thats not a problem anymore
Ping |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ @fair summit
does anyone know of a tutorial where i can equip and unequip a gun and when i press the button, it switches to a whole new state machine or bp idk.
Hey folks, can anyone give me contact information (email) of someone at EPIC games who I can reach out to regarding licensing/royalties questions?
https://www.youtube.com/watch?v=GtylB1An820 This looks good
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That's how you gotta do it i think, through your account
not excatly like that i have my character that has a different idle pose and i want him to switch to the gun poses when i press a key
Thanks @pliant junco, there is no way through that link to directly contact EPIC Games except for the purpose of custom licensing. The other options are to ask on the forums or on Answerhub. I was hoping there would be a way to ask a question directly to EPIC Staff.
bro it wasn't me @granite spire helped u
Kinda having a design doubt about my used Tag system
I have 4 "Top level" categories like Weapon, Armor,Consumable.. and a few quality categories like Common, Uncommon,Rare..
I'm not sure if i should use this way
Weapon
Weapon.Common
Weapon.Common.SomeCommonWeapon
Weapon.Rare
Weapon.Rare.SomeRareWeapon
Or
Common
Common.Weapon
Common.Weapon.SomeCommonWeapon
Rare
Rare.Weapon
Rare.Weapon.SomeRareWeapon
.. Or even totally something else
Noone here is epic staff I don't think, but you can imagine the questions they would get, haha
The top way is easier to read because you want to have:
MasterWeapon > Weapon > Stats (Rarity/power/debuffs/buffs.etc)
It would only go till the actual item name tho
But yeah, i guess it makes sense to have a top level for the top level categories 😄
Just felt a bit like i have to duplicate much as in needing the quality category in every top level category
yeah but you can collect all rare weapons, it's easier to know what you want then, rarity/firepower/buffs so you can sort by that rather than rare.weapon.assblasterbuff
How would I go about implementing IOS replay kit? I found this https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/IOSReplayKit/ but can't find the nodes mentioned
IOSReplay Kit
Hi all, Wondering if anyone would be able to help me with an issue. Basically I have the Left Mouse Button setup in the inputs so that when I left click it will do a melee attack, However when I press tab and I show the players character sheet which has buttons for equipping armour / weapons, I have a LMB listener for when I click on one of these buttons which would then display a list of equipment for the player to assign to their character.
The problem is, I am trying to use the LMB like in an action rpg, But when I have a UI window open such as character sheet or inventory, I want the LMB to only interact with the UMGs.
Is there a way to toggle between the LMB listener (When Interactive UI is active) and the binded input for LMB (Melee action)? I'm not very good at explaining stuff so hope ya all understand what I mean xD
@pliant junco Dont have a Tutorial at hand, but you can basically just create a new state machine (or depending if its just one animation just that) and blend it with a blend poses by bool for example
When you hit "equip weapon" you just update the bool in the anibp
I suck at bps so I know its prob not the best way of doing things but here is an image that might help. I tried messing with the different Input but if I had set it to be UI only, I am unable to use the same key which opens a umg to then close the umg
Nvm didnt check the screenshot lol
When I slot the whole HUD into the 'Set Input Mode Game and UI' it would include all its children such as the Character sheet right? When I left click in game my character would do a melee attack, but I get no interactions with any of the UMGs
Is there a way to "Reorder" GameplayTags other than by doing smth like this 0_FirstTag, 1_SecondTag ?
What are the settings for Cameras in blender too match cameras in UE4?
Anyone know to convert Unity quaternion to unreal quaternion?
What even is the reason for that? Are you building some kind of frankenstein application that uses both Unity and Unreal?
I'm sending tracking from an ipad which runs Unity to UE4
I want to do it in ue4 from the ipad as well, but I'm waiting for the Apple overlords to grant me permission
I mean if you just send the XYZW components from Unity, they should map the same into UE's quaternions
hey has anyone used the cable competent ? Do you know how cheap/expensive it is, as in is it reasonable to use in gamedev?
this depends entirely on what you're using it for, and which features of it you're going to use
for example ropes or chains
I use it with physics enabled for power cables in my project and it's entirely fine, so I suspect most usages of it is fine perf wise
nothing crazy
The only problem is that it's a bit janky with its physics/collision, but if you don't mind it then.... :D
oh really? things fly around madly I guess? 🙂
yeah it depends a bit on what you're doing, sometimes it gets a bit sticky, or clips through things
gotcha
Hi does anyone know why people use a data table over data assets if data assets are better for performance?
Pretty much these
it's kind of a preference with minor differences
i have read that but it just says data assets good, data table bad
they have own uses.
data table works with structs and each row has mandatory name, aka Map, can be referenced only by row name literal (so if you edited row name enjoy finding all uses of it)
data assets are simple objects containing data. can be easily referenced with nice picker, can be grouped with ObjectLibrary if needed
yeah i use data tables to store sublevel names inside a main level name and data assets for inventory and stuff like that
i just thought there is some secret use for them that i didn't know about
🤔
This Ai shooting with prediction is right but still not working... Do you guys see anything wrong?
Took some of it from here
https://www.youtube.com/watch?v=jEKwv0i9B3k&t=409s&ab_channel=NebulaGamesInc
firstly "not working" could mean a million things
secondly, this is probably a problem:
randomly dividing by 3000 makes no sense
The speed of the projectile
I know i could have a variable for that and i will later
Hey again, does anybody know how i can stop a interaction door widget to be visible by all players in the game but only the one who is targeting the door ? thanks !
Oof 4.27 just got released
10 minutes ago 🙂
already downloading
Me too even tho i cant move forward with my Ai shooting problem
did you get it from the launcher? I've been refreshing for 10 minutes now and it just won't show up for me
Its not spawning the bullets
yea, after I restarted launcher it appeared
wtf
Absolute World position does not work with displacement?I'm trying to have more or less displacement depending on the height of the mesh. I can see that the height mask I created works correctly when i plug it into the emissive, but when I use it with a lerp in the displacement it doesn't seem to affect it. maybe I'm doing something wrong, but before I continue searching, i'd like to know if the Absolute world position works with displacement
restart launcher to see
Exit and open again and also check youtube
Im pretty sure that has to do with replication check your actor defaults at the top
Its not spawning bullets? You need to create an actor at the muzzle and that actor needs a projectile component and probably velocity setup
Ok meaby i was wrong where the problem was. Even this isnt working
I have to reset my PC sorry il lbe back in a bit
I just added a static mesh to a skeleton mesh's socket and now the editor crashes whenever I open the blueprint with that skeleton mesh or start the game, yay
and I haven't set up git yet for this project : )
hell, even right clicking the BP in the content browser crashes unreal
opening that skeleton mesh's animBP crashes unreal too
nuke the .uasset or move it out of your project from your file explorer
I'll do it if I have to but I'd rather it not come to that cause that's a lot of work to do again
move out just the mesh, see if that fixes it
can some 1 please tell me how to change the pan button in ue? My mmb doesnt work ..
Does 4.27 have Chaos branch in editor just like 4.26 have?
pretty sure chaos was removed in favor for the stability of physX in UE4, however UE5 does use chaos i think
also whenever I import models with "automatically scale bones" turned on, my character looks fine in tpose but animations look like this
If I don't turn it on, it looks fine but anything I attach to the mesh's sockets gets scaled x100
You should look over the FPS template that comes with the engine a bit you shouldnt be using event tick for that
try a Gate attached to a Custom Event
I know i know but i was testing with tick just to make sure my Ai enemy sensing isnt the problem
oh lol
Do you see the bullet at all?
Try setting the projectile actor mesh to the default cube
No and it prints hello
gimme a sec
Tried changing the projectile to a one that i use in my player but doesnt work
im checking the template now
Interesting. Let me check what did i do to make it work
Oh yea i deleted this from my BP_BaseCopyBullets
grats
So it was hitting something. Even tho it actually wasnt
Your bullets are going too fast
I have a question about level design if anyone is not too busy
I am designing a house and yesterday items would snap to walls floors cielings from content browser and today they just go through to the ground and I have to manually move them to where I need them now
Is it possible to use GPU Lightmass rendering for faster render times without using ray tracing??
can someone please help me. I can't do anything because i keep crashing
Note I reinstalled gpu drivers with DDU-
I reinstalled windows onto another SSD
I did fresh install of everything-
I rolled back drivers to multiple different ones.
Idk what the hell is going on.
No overclocks-
Did water get fixed in 4.27
Reset NVIDIA 3D settings
And make sure they are all default
they are- fresh install of nvidia with fresh install of windows-
did you check?
What's the point of releasing Unreal Engine 4.27? If you already have version 5
yes--- and you used restore option + formatted entire pc. Made sure no oc is running- Made sure no issue with thermals on anything. No issues on dxdiag or SSD / drives
And the default setting are different for some
But other than that i havnt had that issude sry
UE5 is only preview
Some people said that you meaby cant move projects from UE5 preview to UE5 released version
I got scared and moved my FPS project that i had in UE5 manually over to UE4
Took 2 days
Also UE5 isnt production ready
Can version 5 be only for architectural visualization?
Not sure what do you mean with that
The current plan is 5EA and 4.27 will be able to go to 5.0
Well fuck. Wasted 2 days. Had some clean up done at the same time tho
Worth pointing out that Unreal Engine 4.27 is not compatible with UE5 Early Access.
All this sounds like some kind of absurdity
[2021.08.19-15.24.37:234][923]MapCheck: New page: Map Check [2021.08.19-15.24.37:234][923]LightingResults: New page: Lighting Build [2021.08.19-15.24.37:238][923]LogUObjectHash: Compacting FUObjectHashTables data took 1.01ms [2021.08.19-15.24.37:243][923]LogUObjectHash: Compacting FUObjectHashTables data took 0.37ms [2021.08.19-15.24.40:813][334]LogD3D11RHI: Error: Result failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:356 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR [2021.08.19-15.24.40:813][334]LogD3D11RHI: [Aftermath] GDynamicRHI=000001FFC8FCE1C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0 [2021.08.19-15.24.40:813][334]LogWindows: Windows GetLastError: The operation completed successfully. (0)
😄 indeed, but that's what the release notes say
Well, is it worth moving to version 5 to create games? Or not?
its the order that they are releasing them is why, if you just go by dates 4.26 came out , then EA 5.0, then 4.27, then 5.0 final. If you look at it in that order and its only forward compatible, nothing is weird.
and no you should not be using 5.0EA unless you know what you are doing and experimenting
they say this many many many times
Does any1 has any ideas about new unreal libaray for windows
finally found ue serverrrrrrrrrrrrrrr
being new to Unreal, these release notes... I... I.. I'm overwhelmed. Is this an engine for everything?
I always forget how to update the engine... where do I click? 😅
guys i want someone private cause im new to ue and i need someone with me please
@glacial pecanrestart the launcher, or just uninstall and reinstal. it doesnt update any files
@slender aspenits an engine for whatever you want pretty much yes
Uninstall and reinstall it is then...
I think. Nobody knows how to use every feature in this engine. The breadth of use cases is too wide
no one wants to join a private chat with you, you can't make them and they have no reason to do it @bleak zealot
It's an engine for everything, yes, but it was built for a multiplayer FPS originally and it still shows... if you want a truly general 3D engine for something other than a game, there are other options
ty
What lol
What part of Unreal locks you into making Multiplayer FPS games
Didn't say that. I'm just saying it shows.
And I'm asking what part shows
Gpu lightmass requires rtx cards only or can I use it with my gtx card?
Eh... the fact that everything can take damage? The game modes with matches? Game states, player states? Even if you're not making a game you can't get rid of them! 🤣
@plush yewhttps://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/GPULightmass/ "GPU Lightmass leverages Microsoft's DXR API for ray tracing, which requires DirectX 12. "
So, you're saying that the Unreal Engine Game Engine was made for er... making games?
if your card supported DXR it should work